Cleric Domain of Heroes

by Zachary Golden

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Divine Domain of Heroes

As a cleric who draws power from the heroes of old you are not necessarily bound to a god. Instead you are in service to a spirit from history or legend, drawing power from the collective faith and power they have gained.

Domain of Heroes expanded spells

spell level Spells
1st Heroism, Compelled Duel
2nd Find Steed, Enthrall
3rd Fear, Haste
4th Aura of Purity, Find Greater Steed
5th Seeming, Skill Empowerment

Bonus Proficiencies

Starting at 1st level you gain proficiency in the history skill and two martial weapons.

Heroic Allies

Also at 1st level as an action you can call upon the spirits of heroes to fight along side you. The spirits appears in an unoccupied space within 10ft of you. This corporeal spirit uses the Heroic Spirit statblock detailed later in this document.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the dodge action and uses its move to avoid danger.

You can use this feature once, and regain the ability to do so when you finish a long rest.

Channel Divinity: Heroic Leap

Starting at 2nd level you can use your channel divinity to imbue yourself with unbelievable might.

As an action you leap up, landing in an unoccupied space within 30ft of you. Each creature of your choice within 10ft of you when you land must make a Strength Saving throw. A creature takes force damage equal to 2d10 + your Cleric level and is knocked prone on a failed saving throw, or half as much damage and is not knocked prone on a successful one.

Improved Heroic Allies

Starting at 6th level when you hit a target with an attack your spirit may use its reaction to make an attack against that same target.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Heroic Avatar

At 17th level, you become a vessel through which the heroes of old channel their might through. You count as two sizes larger for the purposes of determining your carrying capacity, what creatures you can grapple or shove, as well as how much you can push, drag, and lift.

Additionally as an action you can cast guardian of faith without expending a spell slot. This version of the guardian deals 40 damage when a creature fails the saving throw and does not vanish, regardless of how much damage it has dealt. The guardian lasts until it duration runs out or until you use this feature again.


Heroic Spirit

Medium or Small Undead


  • Armor Class 13 + your wisdom modifier
  • Hit Points 10 x your highest level spell slot
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Challenge

Turn Immunity. The spirit automatically passes any saving throw to resist turn undead.

Actions

Multiattack. The spirit makes a number of attacks equal to half your highest level spell slot(rounded down)

Ghostly Weapon(Melee). Attack Style: +your spell attack modifier to hit, Reach 5ft., one target. Hit: (1d10+3+your highest level spell slot) necrotic damage.

Ghostly Weapon(Ranged). Attack Style: +your spell attack modifier to hit, Range 30/90ft., one target. Hit: (1d6+3+your highest level spell slot) necrotic damage.

 

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