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Courage Domain

Courage Domain Spells
Cleric Level  Spells
1st  compelled duel, heroism .
3rd  find steed, spiritual weapon
5th  beacon of hope, crusader’s mantle .
7th  aura of purity, staggering smite
9th  circle of power, holy weapon .

Bonus Proficiencies

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

Force of Will

Also at 1st level, you can unleash your divine will in a burst of radiant energy. Once per turn when you hit a creature with a melee weapon attack, you can cause the attack to deal 1d6 bonus radiant damage. When you do so, you also force each creature of your choice within 5 feet of the target (not including the target) to make a Constitution saving throw. A creature takes 1d4 radiant damage on a failed save.   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: Rally Spirits

Starting at 2nd level, you can use your Channel Divinity to rally your allies, imbuing them with courage and valor. As a action, you present your holy symbol, and select up to two allied creatures that you can see within 60 feet of you. For each creature selected, you can choose to either grant it temporary hit points equal to your Wisdom modifier + your cleric level, or, if it is afflicted by the charmed or frightened condition, end one of those conditions for it.

Paragon of Valor

At 6th level, you become immune to the frightened condition. Additionally, if you aren’t incapacitated and start your turn with two or more hostile creatures within 5 feet of you, you gain temporary hit points equal to half your cleric level. A swarm counts as a single creature.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Undaunted

Beginning at 17th level, your courage doubles down when you’re fighting against the odds. If you start your turn below half your hit point maximum or with two or more hostile creatures within 5 feet of you, you become undaunted until the start of your next turn. While undaunted, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use Force of Will without expending a use, even if you have already expended all of your uses of that feature.

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