Battle Domain

Some clerics desperately train to become soldiers so that they may fight in a holy war. These clerics come in one of two varieties: the first hate the powers that were bestowed upon them by the gods and will do anything to fight back against the god they believed cursed them so, and the second sees these powers as a gift, and are ready to use them in order to protect everything their god holds to be true.

Battle Domain Spells
Cleric Level Spells
1st divine favor, heroism
3rd branding smite, magic weapon
5th dispel magic, fear
7th banishment, confusion
9th flame strike, hold monster

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Divine Shield

At 1st level, you gain the ability to see premonitions of blows against you before they happen. As a reaction when a creature attacks you, you can cause the attack to have disadvantage. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Channel Divinity: Battle Prowess

Starting at 2nd level as an action, you can use your Channel Divinity to imbue all weapons within 30 feet part of your divine essence, transforming them into whatever weapons you choose. If you choose to transform them into a weapon that has the ammunition weapon property, it transforms into that weapon along with 30 pieces of the appropriate ammunition. If the weapon is magical, it keeps any bonuses to attack and damage rolls it would have while transformed. This transformation lasts for 1 minute but can be ended as a bonus action.

Extra Attack

At 6th level, you can attack twice instead of once on your turn.

Sounds of War

At 8th level, the first time you would hit a creature with a melee weapon attack a turn, you deal an extra 1d6 points of thunder damage to that creature.

Final Word

At 17th level, as a reaction when you would be reduced to 0 hit points, you cast any spell of your choice so long as you have a spell slot of the appropriate level. If you remain at 0 hit points after casting this spell, you immediately fall unconscious as normal. Once you have used this ability, you must complete a long rest before doing so again.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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