Identity
War-clerics do not pretend war is holy; they hold that someone has to bless the rifle so the soldier does not have to bless it herself. They walk the trench. They speak the rites over a wounded squadmate while incoming fire chips the bulkhead overhead. Their gods are martial, often unsentimental — a Halcyion patron-saint of last stands, an Aurelion war-Crown, a frontier deity whose only commandment is that the column comes home.
Features
- L3 Discipline of the Firing Line
**Domain Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Spark**, **Static** • 3rd level: **Sun's Touch**, **Spark Bolt** • 5th level: **Searing Light**, **Stun Shot** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Soldier's Carriage.** You gain proficiency with heavy armor and with martial weapons. **Channel Divinity: Guided Strike.** When you or an ally you can see within 30 ft makes an attack roll, you may use your reaction (or, on your own attack, no action) to add +10 to that roll, after the die is rolled but before the GM declares hit or miss. This is a Channel Divinity option.
- L7 War Priest
Your devotion has a tempo. When you take the Attack action on your turn, you may use a bonus action to make one melee or ranged weapon attack with a weapon you are proficient with. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. A short rest restores one expended use. The bonus attack uses your normal attack roll and damage; it is not a Channel.
- L11 Channel Divinity: War God's Blessing
As an action, you present your holy symbol and speak a battle-rite. For 1 minute, you and each ally within 30 ft of you who can see or hear you have advantage on saving throws against being Frightened, and on saving throws to maintain concentration on a channel while taking damage in combat. The effect ends early if you are reduced to 0 HP or are incapacitated. This is a Channel Divinity option.
- L15 Avatar of Battle
Your training and your faith have made you a structural element of the line. You have resistance to bludgeoning, piercing, and slashing damage from weapon attacks (mundane or magical). This resistance does not apply to damage from channels, environmental effects, or unarmed strikes by creatures of CR 17 or higher.
- L18 Avatar of War
Once per long rest, as a bonus action, you assume the **Battle-Avatar Form** for 1 minute. While in this form: you gain a +2 bonus to attack rolls and damage rolls with weapons you are proficient with; you have advantage on Initiative checks and on Strength checks; the first time each turn you reduce a hostile creature to 0 HP with a melee attack, you may immediately move up to half your speed without provoking opportunity attacks; and you cannot be Frightened. The form ends early if you fall unconscious or end it as a free action. If you begin combat already in this form because you triggered it as a reaction to being attacked while unaware, you also gain advantage on the Initiative check for that combat.