Cleric - War Domain - V5.0
Cleric - War Domain - V5.0
Cleric - War Domain - V5.0
SAVING THROW
WAR PRIEST @ Level 1
ATHLETICS When using the attack action, you can use a bonus action to make an
additional attack. You can do this a number of times equal to your WIS
modifier (min. of 1). Regain after long rest.
AC CONDITIONS
Max. uses Number of times used
STRENGTH
CHANNEL DIVINITY @ Level 2, 6 and 18
Maximum Temporary
SAVING THROW Use a Channel Divinity feature. Regain after short or long rest.
ACROBATICS Max. uses Number of times used
SLEIGHT OF HAND INITIATIVE
STEALTH CHANNEL DIVINITY: TURN UNDEAD @ Level 2
As an action, each undead within 30 ft. that can see or hear you must
make a WIS save or be turned for 1 min or until it takes any damage.
DEXTERITY Turned creatures must spend their turn moving as far away from you as
they can, can't willingly move within 30 ft. of you, or take reactions. For
SAVING THROW their action, they can only use Dash, or try to escape from an effect that
SPEED HIT POINTS prevents them from moving. If nowhere to move, uses Dodge action.
INTIMIDATION _________________________________________ intervenes. The outcome is determined by your DM. At level 20, calling
for aid automatically succeeds. Regain after long rest or 7 days if success.
PERFORMANCE
Weapon Range Days until regain
PERSUASION
CHARISMA
To hit Damage AVATAR OF BATTLE @ Level 17
You gain resistance to bludgeoning, piercing and slashing damage from
Proficiency Bonus Passive Perception nonmagical weapons.
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