Valor

The gods of valor are those stalwarts who uphold bravery and courage as the highest of virtues. The world of mortals is a place of great danger, and these deities call upon their faithful to stand in the face of it defiantly. Deities of heroes and valiant defenders may teach their champions to never quail in the face of danger, while deities of war, battle, or strength have no use for those who give in to fear. Clerics of these deities can often be found rallying others to find their own grit, standing as examples in the face of even overwhelming odds.

Valor Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Stalwart
2nd Channel Divinity: Overthrow Fear
6th Channel Divinity: Beacon of Courage
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Avatar of Valor

An Act of Bravery

Many clerics of this domain first hear the call of the divine in the midst of an act of unprecedented courage, even in the face of great danger to themselves. What was your defining moment of bravery?

Acts of Bravery
d6 Act
1 You stood against tyrants, bullies, and others who sought to dominate or conquer you and yours.
2 You defended your family against deadly odds or foes.
3 You protected someone weaker against a tormentor or assailant.
4 You organized an insurrection or rebellion against an oppressor of some kind.
5 You rallied others in battle, calling them to find their bravery.
6 You rescued bystanders from a disaster, accident, or other potential tragedy.

Bonus Proficiencies

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

Stalwart

Starting at 1st level, you gain immunity to the frightened condition. Additionally, you gain advantage on saving throws against spells whose effects are described as coming from fear or terror, such as phantasmal killer.

Channel Divinity: Overthrow Fear

Starting at 2nd level, you can use your Channel Divinity to instill bravery in the fearful. As an action, you present your holy symbol and evoke blessings of valor in those around you. Choose any creatures within 30 feet of you who can hear you. Creatures affected by the frightened condition are no longer affected by it. All affected creatures become immune to the frightened condition for the next minute.

During that time, a creature may choose as a reaction to sacrifice its immunity to gain advantage on any single saving throw.

Valor Domain Spells
Cleric Level Spells
1st heroism, shield of faith
3rd calm emotions, warding bond
5th beacon of hope, remove curse
7th death ward, freedom of movement
9th dispel evil and good, hallow

Channel Divinity: Beacon of Courage

At 6th level, you can use your Channel Divinity to embody the inspiring power of your deity for those around you. As an action, you present your holy symbol and cry encouragement to those around you. Choose any creatures within 30 feet of you who can hear you to become affected by this ability for one minute. Those creatures become immune to the frightened condition. At the start of each of your turns, as long as you are not incapacitated, affected creatures gain temporary hit points equal to your Charisma bonus plus your cleric level. Any affected creature may choose as a reaction to no longer be affected by this ability as a sacrifice to gain advantage on one ability check or attack roll.

Divine Strike

At 8th level, you gain the ability to imbue 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 whatever type your weapon inflicts to the target. When you reach 14th level, the extra damage increases to 2d8.

Signature Vessel

The ships you sail on become an extension of you. At 10th level, you gain the ability to designate a single sailing vessel as your signature ship. You must have sailed aboard a vessel for at least one month to do so, although if you have sailed in a position of authority, you may do so in half the time. While aboard a signature vessel, you gain the following benefits:

  • When taking a short rest, instead of rolling fighter Hit Dice, simply recover 10 + your Constitution bonus per Hit Die spent recovering.
  • Frightened targets aboard your signature vessel cannot perform opportunity attacks against you or your allies.
  • You can choose to turn a hit with a melee weapon attack against a frightened target into a critical hit. You must complete a short rest before using this ability again.

Avatar of Valor

At 17th level, you can channel the ineffable valor of your deity, becoming an avatar of courage in the world. You are permanently immune to any spells or other effects described as being based in fear or terror. Additionally, beacon of hope now has a duration of 1 minute when you cast it, instead of its normal duration.

The range of both your Overthrow Fear and Beacon of Courage Channel Divinity effects are increased to 60 feet.

Creatures that choose to sacrifice being affected by one of those effects may choose the normal benefits of doing so, or they may instead choose to drop to 1 hit point when struck with an attack that would ordinarily otherwise drop them to 0 or fewer hit points.

Section 15: Copyright Notice

Death in Freeport: 20th Anniversary Edition, Copyright 2020, Green Ronin Publishing, LLC. Author: Chris Pramas.

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