Cleric - Archetypes II (Non-PHB)

Duncehack Edition

Part 3

Skipping the preamble because this is Part 3 of the Cleric redesign.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.



What if I think these are too much?

Honestly, hard to say because most of these changes are part of the major overhaul I did to the base class.

The domains in this list are consistently strong, so they might not need anything.

CLERIC | DUNCEHACK

Ambition Domain

"The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife."

Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.

At each indicated cleric level, add the listed spells to your spells prepared.

Ambition Domain Spells
Cleric Level Spells
1st bane, disguise self
3rd mirror image, ray of enfeeblement
5th bestow curse, vampiric touch
7th death ward, dimension door
9th dominate person, modify memory

Warding Flare

When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 5th level, you can use your Channel Divinity to vanish. As a bonus action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.


Potent Spellcasting

Starting at 7th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Ambition's Reward

At 9th level, you regain usage of your Warding Flare feature after a short or long rest

In addition, your Invoke Duplicity no longer requires concentration.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.


Ambition's Reward

Ambition wants to sit back and do weird supporting stuff. Problem is all the things that matter toward that goal in the cleric spell list is concentration.

General Notes

Ambition is just a weird mashup of Light and Trickery.

It's also ripe for janky gish shenanigans. Even in the original writeup, probably the best way to handle it is get Magic Initiate/Spell Sniper feat, pick up booming blade and use Invoke Duplicity to crit fish with it. Warding Flare lets you do that kind of thing very safely... at least for a couple of turns.

CLERIC | DUNCEHACK

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk.

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Arcana Domain Spells
Cleric Level Spells
1st detect magic, magic missile
3rd magic weapon, Nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund's secret chest
9th planar binding, teleportation circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures

As a bonus action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.


Arcane Banishment
Cleric level Banishes Creatures of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker

Starting at 5th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

Starting at 7th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Abjurist's Shell

At 9th level, when you restore hit point to an ally with a spell of 1st level or higher, you also impart temporary hit points on that creature equal to the spell slot level + your Wisdom modifier.

Arcane Mastery

At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.


Abjurist's Shell

I needed a 9th level feature, for already possibly the strongest domain.

So what I figured is simply: make their healing spell slots slightly more efficient (without treading on Life Domain's toes) so they can get back to using their spell slots for utility/blasting.

CLERIC | DUNCEHACK

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Death Domain Spells
Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Veil of Life

In addition, when you take a long rest, you gain the effects of the false life spell, as if it was cast at the highest spell slot level you know. This feature does not consume a spell slot.

Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Inescapable Destruction

Starting at 5th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells, Divine Strike and Channel Divinity options ignores resistance to necrotic damage.

In addition, you may gain the benefits of your Veil of Life feature on a short rest, but only once per long rest.

Divine Strike

At 7th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.


Inexorable Dead

At 9th level, When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

  • Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your cleric level.

  • The creature adds your proficiency bonus to its weapon damage rolls.

Improved Reaper

Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.


Veil of Life?

The biggest complaint about Death Clerics is the anti-synergy built into their kit.

They want to stay back and use chill touch or toll the dead because of Reaper and Inescapable Destruction.

At the same time, they want to get in close because of Divine Strike and Channel Divinity.

Veil of Life was introduced to effectively give a signal of which to use and when. When you have the Temp. HP from this feature, you get in close for your Channel Divinity and Divine Strike. When it's down, make use of Reaper and pull back a bit.

Adding Divine Strike to Inescapable Destruction?

Currently the payoff for actually using your Channel Divinity isn't there, toll the dead is just safer, better, and most importantly it already benefits from that 5th level feature. Least this way the melee/channel divinity option becomes the burst damage 'need it dead now' option, while ranged is the 'steady, reliable damage over the whole encounter' option.

Inexorable Dead?

I do actually plan to make Necromancers better minionmancers, but this feature was brought here because even that fluff writeup says that Death Clerics should have access to this yet... they kinda don't.

CLERIC | DUNCEHACK

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

At each indicated cleric level, add the listed spells to your spells prepared.

Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor, greatshields and smith's tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

At 9th level, the bonus is up to +2. At 17th level, the bonus is up to +3. No object may be raised above +3 this way.


Smith's Tenacity?

Gives more of a reason to use Blessing of the Forge, even if your party is all decked out in magical kit.


Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 5th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 7th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Smith's Tenacity

At 9th level, When a creature using an item under the effects of your Blessing of the Forge is reduced to 0hp, they can instead by reduced to 1hp.

A creature cannot benefit from this feature again until you use your Blessing of the Forge feature again.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

CLERIC | DUNCEHACK

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As a bonus action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

As a reaction, when an ally of your hits a creature within 30 feet of you with an attack, you can impose vulnerability to all of that attack's damage upon the creature.


Sentinel at Death's Door

At 5th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 7th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Gravetender

At 9th level, you can give stave off death. You can regain hit points equal to 1d12 + your Wisdom modifier (minimum of 1 hit point) when you succeed on a death saving throw.

You can also use this feature to heal a creature for 12 + Your Wisdom Modifier when you stabilize a creature with spare the dying.

Once you use this feature, you can't use it again until you finish a short or long rest.

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.


Eyes of the Grave

Changing it to bonus action would make it more useful overall, as it was already a super situational ability (to deal with an enemy type that Clerics already excel at dealing with).

Gravetender

Needed a 9th level feature for the other probably strongest cleric archetype. Blatantly stolen from the Undying Warlock feature, but frankly, this should have been on Grave cleric too.

CLERIC | DUNCEHACK

Order Domain

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

At each indicated cleric level, you add the listed spells to your spells prepared.

Order Domain Spells
Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and greatsheilds. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As a bonus action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.


Embodiment of the Law

At 5th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 7th 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Duty's Call

At 9th level, when you miss with a weapon attack, an ally within 30 feet of you may spend their reaction to make a single weapon attack.

If they hit, and you have not used your Divine Strike feature this turn, the can deal the Divine Strike damage on your behalf.

Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn


Duty's Call

Makes your Divine Strike more reliable, in a reasonably thematic way. This also makes Order's Wrath more threatening.

CLERIC | DUNCEHACK

Solidarity Domain

"The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action."

Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals.

At each indicated cleric level, add the listed spells to your spells prepared.

Solidarity Domain Spells
Cleric Level Spells
1st bless, guiding bolt
3rd aid, warding bond
5th beacon of hope, crusader's mantle
7th aura of life, guardian of faith
9th circle of power, mass cure wounds

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Solidarity's Action

Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As a bonus action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Channel Divinity: Oketra's Blessing

At 5th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike

At 7th 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.


Eternal Support

At 9th level, you regain usage of your Solidarity's Action feature after a short or a long rest.

In addition, when you take the help action, you may also cast either your guidance or resistance cantrip on an ally within range as part of the help action.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


Eternal Support

Solidarity is an interesting domain, being essentially a front-line healer/support who's focus is on ending fights quickly.

This feature was thrown in to get more mileage out of the Help action.

CLERIC | DUNCEHACK

Strength Domain

"The worthy shall hone a strong body that can withstand the boundless energies of the afterlife."

It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.

At each indicated cleric level, add the listed spells to your spells prepared.

Strength Domain Spells
Cleric Level Spells
1st divine favor, shield of faith
3rd enhance ability, protection from poison
5th haste, protection from energy
7th dominate beast, stoneskin
9th destructive wave, insect plague

Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Channel Divinity: Rhonas's Blessing

At 5th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

Divine Strike

At 7th 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.


Glory to the Strongest

At 9th level, you gain the extra attack feature.

In addition, you gain proficiency in Strength Saving Throws.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


Note the wording

Feat of Strength and Rhonas's Blessing imply all options only work if they're Str. based.

Glory to the Strongest

They're clearly intended to be getting into the fight and smacking people directly.

CLERIC | DUNCEHACK

Zeal Domain

"The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way."

The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.

At each indicated cleric level, add the listed spells to your spells prepared.

Zeal Domain Spells
Cleric Level Spells
1st searing smite, thunderous smite
3rd magic weapon, shatter
5th haste, melf's minute meteors
7th fire shield (warm shield only), freedom of movement
9th destructive wave, flame strike

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Priest of Zeal

From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Consuming Fervour

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Resounding Strike

At 5th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 7th 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.


Zealot's Fury

At 9th level, you regain usage of your Priest of Zeal feature after a short or a long rest.

In addition, your Divine Strike also triggers your Resounding Strike feature.

Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can't use it again until you finish a long rest.

In addition, your soul is marked as having yet more to achieve. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.


Melf's magic missies instead of fireball?

This is a rare case of a needed nerf in my mind. Fireball with that channel divinity was just way too strong. Zeal was the combination of the best halves of tempest and war domains.

If you disagree and think it was fine, just stick fireball back in.

Resounding Strike

Added fire to make it more reliable.

Zealot's Fury

A carbon copy of what I did with War Cleric for pretty much the same reasons.

Blaze of Glory Extra Line

Because I don't like "planning for failure" levels - having this extra line about the ressurection means that like Zealot Barbarian you're actively encouraged to play riskier.