Domain of Battle | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Domain of Battle

Personifying the battle and violence in many aspects, the gods of war share the violence in their acts and in the treatment of war as an end on itself, not just as a mean to achieve a goal. Clerics from the battle domain are divine warriors, being able to handle weapons with due to a gruesome training in temples and possessing honed reflexes and instincts in combat. They distinguish themselves from the War clerics for being devoted to aspects of one-on-one fights and small skirmishes rather than devoted to the war itself. They don't value necessarily the strategy, or the politics related to war, just the pure martial combat aspect of it.      

Spell Chart

Level Spell
1st False Life, Shield
3rd Enlarge/Reduce, Magic Weapon
5th Fear, Haste
7th Death Ward, Stoneskin
9th Steel Wind Strike, Swift Quiver
 

Bonus Proficiencies

Starting at 1st level, the war demigod is proficient with all martial weapons and heavy armor.    

Vicious Attacks

At 1st level, you score a critical hit on a roll of 19-20 on the d20 with your weapon attacks. In addition, when you score a critical hit, you deal additional damage equal to half your level in this class (rounded up). This additional damage is considered magical, for the purposes of overcoming resistances and immunity to damage.    

Channel Divinity: Warrior's Blessing

At 2nd level, you can use your Action and spend a use of your Channel Divinity to infuse yourself with a divine propensity for battle. For the next minute, you can't cast or concentrate on spells, and gain the following benefits:
  • You gain temporary hit points equal to your Cleric level. These temporary hit points are lost when the minute passes.
  • For the duration, you can make an attack with a weapon using a bonus action in each of your turns.
  •    

    Godly Regeneration

    At 6th level, right after you take damage, you can use your reaction and spend a spell slot to regain hit points equal to 5, plus 5 per level of the spell slot spent.    

    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.    

    Perfect Strike

    At 17th level, when you miss a melee weapon attack, you can choose to hit instead. This attack is critical. Once you use this feature, you can't use it again until you finish a short or a long rest.


    Created by

    Lord Mcberry.

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