Cleric
Clerics are often elite agents of gods, empowered beyond the capabilities of regular priests and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't. Some clerics served primordials, fiends, or some other empowered being and might require certain tasks or an offering of a foul sacrifice in exchange for a portion of their power. However, the majority remained servants of the truly divine. ~
Project
This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.
War Domain
From Player's Handbook
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Divine Favor, Shield of Faith |
| 3rd | Magic Weapon, Spiritual Weapon |
| 5th | Crusader's Mantle, Spirit Guardians |
| 7th | Freedom of Movement, Stoneskin |
| 9th | Flame Strike, Hold Monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: War God's Blessing
Starting at 2nd level, when you or a creature within 30 feet of you make an attack roll, you can use your Channel Divinity to strike with supernatural accuracy. As part of your attack roll you can grant this boon on your attack or as a reaction to grant it to an attacking creature, the target gains a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Improved War Priest
At 6th level, your god delivers greater inspiration to you in the art of battle. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Once per turn, you can cast a cantrip as an attack action. When you use your Action to cast a spell or attack with a weapon, you can make a weapon attack as a Bonus Action.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.
When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Origion File Location
Files copied from Revision on Homebrewery.