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Battle Cleric[]

War Cleric

"What? You think just since I'm a cleric, I won't smash your stupid face in?"

Battle Clerics are clerics that are similar to War Domain clerics, but not exactly: They do not worship any deity at all, instead they conjure their magic from their inner combat prowess. They combine the might of healing and divination magic, with the combat abilities of a seasoned warrior.

Battle Cleric Spells[]

Cleric Level Spells
1st compelled duel, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, elemental weapon
7th fire shield, stoneskin
9th awaken, hold monster

Bonus Proficiency[]

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Fighting Style[]

Also starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery[]

You gain a +2 bonus to attack rolls you make with ranged weapons

Defense[]

While you are wearing armor, you gain a +1 bonus to AC

Dueling[]

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting[]

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection[]

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting[]

When you engage in two-weapon fighting, you can add your ability modifier.

Channel Divinity: Invigorate[]

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to grant a target within 30 feet of you advantage on all weapon attacks until the start of your next turn.

Extra Attack[]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Strike[]

At 8th level, you gain the ability to infuse your weapon attacks with powerful 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.

Warrior Cleric[]

Starting at 17th level, your might allows you to strike more than just twice. When you use the Attack action, you can make one weapon attack as a bonus action. This additional weapon attack crits on 19-20.

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.

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