|
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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