Class: Cleric
War Domain
Fortified by holy zeal, you brandish an arsenal of sacramental savagery to use against those you deem unrighteous.
Level progression
The table shows both the class and the subclass features.
| Level | Features | Subclass | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | Subclass Choice Domain SpellsYou gain spells from your domain. They are Always Prepared. Cure WoundsHeal a creature you can touch. Guiding BoltThe next Attack Roll against this target has Advantage. Healing WordHeal a creature you can see. Inflict WoundsPutrefy a creature with the necrotic energy filling your hands. Shield of FaithProtect a creature from attacks: increase its Armour Class by 2. BaneUp to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws. BlessBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. CommandCommand a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Create or Destroy WaterCall forth rain or destroy a water-based surface. Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. SanctuaryYou or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. Choose 2 skills 5 optionsHistory, Insight, Medicine, Persuasion, ReligionChoose 3 cantrips 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | War PriestWhen you make an unarmed or weapon attack, you can spend a War Priest Charge to make an additional attack as a bonus action. Divine FavourYour weapon attacks deal an additional 1d4 Radiant damage. Shield of FaithProtect a creature from attacks: increase its Armour Class by 2. | War Priest Extra Attack Charge(s)3 | 12 |
| 2 | Turn UndeadPray to Turn all undead that can see you. | Guided StrikeYou gain a +10 bonus to your Attack Roll. | War Priest Extra Attack Charge(s)3Channel Divinity1 | 13 |
| 3 | AidHeal your allies and increase their hit point maximum by 5 hit points. BlindnessBlind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. Calm EmotionsHumanoids can't be Charmed, Frightened, or become enraged. Enhance AbilityBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Hold PersonHold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m are always Critical Hits. Lesser RestorationCure a creature from disease, poison, paralysis or blindness. Prayer of HealingHeal all allies you can see. Protection from PoisonTouch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. SilenceCreate a sound-proof sphere. All within are Silenced and Immune to Thunder damage. Spiritual WeaponSummon a floating, spectral weapon that attacks your enemies alongside you. Warding BondWard an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the ally takes damage, you take the same amount of damage. | Magic WeaponInfuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Spiritual WeaponSummon a floating, spectral weapon that attacks your enemies alongside you. | War Priest Extra Attack Charge(s)3Channel Divinity1 | 1422 |
| 4 | Choose 1 cantrip 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | — | Channel Divinity1 | 1423 |
| 5 | Destroy UndeadWhen you successfully Turn an undead creature, it also takes 4d6 Radiant damage. Animate DeadCreate an undead servant from a corpse. Beacon of HopeYour allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. Bestow CurseCurse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. DaylightEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Feign DeathPut an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect. Glyph of WardingInscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger. Mass Healing WordHeal your nearby allies. Protection from EnergyTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Remove CurseTouch a creature or object to remove all Curses and Hexes affecting it. RevivifyRevive a companion. They return to life with 1 hit point. Speak with DeadGrant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. Spirit GuardiansCall forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved. | Spirit GuardiansCall forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved. Crusader's MantleRadiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage. | War Priest Extra Attack Charge(s)4Channel Divinity1 | 142332 |
| 6 | — | Channel Divinity: War God's BlessingEndow a nearby ally with the glory of your god to grant them a +10 bonus to their Attack Roll. | War Priest Extra Attack Charge(s)4Channel Divinity2 | 142333 |
| 7 | BanishmentTemporarily Banish your target to another plane of existence. Death WardProtect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. Guardian of FaithCall forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. | StoneskinTurn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. | War Priest Extra Attack Charge(s)4Channel Divinity2 | 14233341 |
| 8 | Divine Strike: WeaponOnce per turn deal 1d8 Melee Weapon damage in addition to your melee weapon damage. | War Priest Extra Attack Charge(s)5Channel Divinity2 | 14233342 | |
| 9 | ContagionPoison a target and possibly afflict them with a disease of your choice. Dispel Evil And GoodAberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. Flame StrikeMake a pillar of divine fire roar down from the heavens like the wrath of affronted angels. Greater RestorationTouch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. Insect PlagueLocusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. Mass Cure WoundsUnleash a soothing hum of energy that heals you and nearby allies. Planar BindingTarget an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | Flame StrikeMake a pillar of divine fire roar down from the heavens like the wrath of affronted angels. Hold MonsterParalyse a creature. It can't move, act or react. Attacks from within 3 m are always Critical Hits. | War Priest Extra Attack Charge(s)5Channel Divinity2 | 1423334351 |
| 10 | Divine InterventionYou can cast Divine Intervention to invoke your God's aid. Once used, this can never be used again. Choose 1 cantrip 9 optionsBlade Ward, Bursting Sinew, Guidance, Light, Produce Flame, Resistance, Sacred Flame, Thaumaturgy, Toll the Dead | — | War Priest Extra Attack Charge(s)5Channel Divinity2 | 1423334352 |
| 11 | Blade BarrierSummon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. Create UndeadRaise a corpse as a heinous mummy that fights by your side. HarmReduce a target's maximum hit points, but never below 1. HealHeal a target's wounds and remove Blindness and any diseases. Heroes' FeastYou and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Planar AllyBeseech one of these otherworldly entities for aid. | — | War Priest Extra Attack Charge(s)6Channel Divinity2 | 142333435261 |
| 12 | — | Channel Divinity2 | 142333435261 |