Valor Domain Spells | |
---|---|
Cleric Level | Spells |
1st | Heroism, Shield of Faith |
3rd | Blur, Branding Smite |
5th | Beacon of Hope, Haste |
7th | Death Ward, Stoneskin |
9th | Banishing Smite, Dispel Evil and Good |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and all martial weapons.
Battle-Ready
Starting at 1st level, you add your proficiency bonus to initiative checks.
Channel Divinity: Aura of Will
Starting at 2nd level, you can use your Channel Divinity to bolster the resolve of your allies.
As an action, you present your holy symbol and invoke the name of your deity. You and each of your allies within 3 meters of have advantage on Wisdom saving throws for 1 minute.
At 10th level, the range increases to 10 meters.
Rush to Aid
Beginning at 6th level, you may use your bonus action to dash as long as you are moving toward an ally that you can see.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Heart of Valor
Starting at 17th level, you become the embodiment of courage. You become immune to the frightened condition, and the first death saving throw you make per long rest is a natural 20.
Additionally, if an ally within 10 meters of you is reduced to 0 hit points, you can expend a spell slot of 3rd level or higher to bring them to 1 hit point instead.