Divine Domain - Leadership Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

Bonus Proficiency

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

Commanding Inspiration

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. As a bonus action, you can command a willing creature you can see to strike. They may immediately use their reaction to move up to 30ft and make one weapon attack.

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

Domain Spells

Cleric Level Spells
1st Heroism, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When a friendly creature you can see makes an attack roll, you can use your reaction to use your Channel Divinity to add a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Advanced Commanding Inspiration

At 6th level, you no longer have a usage limit on Commanding Inspiration. In addition, the creature you inspire adds your wisdom modifier to the damage roll.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when the creature you inspired with Commanding Inspiration hits 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.

Avatar of Battle

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

In addition, when you use Commanding Inspiration, you can choose to transfer this resistance from yourself to the target ally, which lasts until the start of your next turn.