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Subclass Cleric War Domain
The War Domain is a Cleric subclass built for one purpose: fighting. It is the most martially capable of all Cleric Domains — granting an extra Bonus Action attack resource, proficiency with martial weapons and heavy armor from the start, and a Level 6 passive that rewards staying in combat and landing hits.
This rework gives the War Domain a completely new resource — War Priest Action Points — that replenish on Short Rest, a Channel Divinity that enhances attack rolls, and a spell list that ends with Steel Wind Strike as an always-prepared option at Level 9.
The War Domain Cleric is the answer to "what if the Cleric just hit things?" It turns out the answer is: very effectively.
| LEVEL | FEATURE |
|---|---|
| 3 | War Domain Spells, War Priest, Guided Strike |
| 5 | War Domain Spells (expanded) |
| 6 | War God's Blessing |
| 7 | War Domain Spells (expanded) |
| 8 | Divine Strike |
| 9 | War Domain Spells (expanded) |
Your Domain grants an expanding spell list that is always prepared and doesn't count against your limit:
| CLERIC LEVEL | SPELLS ADDED |
|---|---|
| 3 | Magic Weapon, Spiritual Weapon, Guiding Bolt, Shield of Faith, War Priest |
| 5 | Crusader's Mantle, Spirit Guardians |
| 7 | Fire Shield, Freedom of Movement |
| 9 | Hold Monster, Steel Wind Strike |
10 spells total — a mix of buffs, summons, and control. Spirit Guardians at Level 5 and Steel Wind Strike at Level 9 are two of the strongest spells available to any martial caster. The War Domain Cleric has both always prepared.
A new Bonus Action attack powered by the WarPriestActionPoint resource — a dedicated action economy resource that replenishes on Short Rest.
- Cost: 1 War Priest Action Point + Bonus Action
- Effect: Make one weapon attack as a Bonus Action
- Condition: Only available if you do not already have Extra Attack active
Conditions: not HasPassive('ExtraAttack')
and not HasPassive('ExtraAttack_2')
and not HasPassive('ExtraAttack_3')
War Priest gives you an extra attack without requiring Extra Attack. If you multiclass into a martial class and gain Extra Attack, War Priest deactivates — the system checks for it explicitly. No stacking, no exploits. Just clean martial Cleric identity.
War Priest Action Points scale with Wisdom:
| WISDOM SCORE | CHARGES PER SHORT REST |
|---|---|
| 13 or lower | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24+ | 7 |
Your Channel Divinity option at Level 3. When you make an attack roll, you can use your reaction to add +10 to the roll — turning a near-miss into a hit.
- Cost: 1 Channel Divinity charge + Reaction
- Effect: +10 bonus to one attack roll
- Timing: Declared after seeing the roll, before knowing if it hits
Guided Strike is one of the most reliable Channel Divinity options in the game. +10 to an attack roll is the difference between hitting and missing on almost any result. Use it on your highest-damage attack, or when a critical miss would waste a major resource.
War_6_WarGodsBlessing — a passive that extends your Guided Strike to allies within 30 feet.
When an ally within range makes an attack roll, you can use your Reaction to grant them the +10 bonus from Guided Strike — spending a Channel Divinity charge on their behalf.
War God's Blessing doubles the value of your Channel Divinity. You're no longer just boosting your own attacks — you're the party's guaranteed hit insurance. A Rogue's Sneak Attack. A Paladin's Divine Smite setup. A Fighter's Action Surge. Any of these can be turned into a guaranteed hit with your reaction.
At Level 8, your weapon attacks deal an extra 1d8 damage of your deity's damage type once per turn. This is the War Domain's version of Blessed Strikes — delivered one level later but with the same core benefit.
Divine Strike at Level 8 means your weapon attacks permanently deal bonus damage. Combined with War Priest Bonus Action attacks and Spirit Guardians, the War Domain Cleric puts out consistent damage every round.
The War Domain is a frontline martial Cleric that fights alongside its party rather than behind it.
Your combat identity:
- War Priest — every Short Rest, spend Wisdom-modifier Bonus Action attacks; stay in melee and use them all
- Guided Strike — when a critical hit or important attack needs to land, spend Channel Divinity for +10
- Spirit Guardians at Level 5 — always prepared; position yourself in melee and let it chip everything around you
- War God's Blessing at Level 6 — extend your Channel Divinity to allies; be the party's hit guarantee
- Divine Strike at Level 8 — every weapon hit deals bonus damage; reward for staying in melee
- Steel Wind Strike at Level 9 — always prepared; teleport and hit up to 5 targets in one action
Cleric, Apocalypse Domain, Astral Domain, Death Domain, Grave Domain, Knowledge Domain, Life Domain, Light Domain, Mind Domain, Nature Domain, Tempest Domain, Trickery Domain, War Domain