Divine Domain - Courage Domain


Serving as a stalwart shield and stalwart heart, clerics of the Courage domain stand on the frontline of battle, rallying their allies together and safeguarding them from harm, but more than anything safeguarding their allies. With an indomitable will, a cleric of Courage never backs down in the face of a fight, even when outnumbered.

Courage Proficiencies

At 1st level you gain you proficiency with martial weapons and the History skill.

On the Frontline

Also at 1st level, you gain a stalwart heart from standing on the frontline. While adjacent to at least two other creatures (be they friend or foe), you gain +1 to AC, and reduce all damage taken by an amount equal to half your proficiency bonus (to a minimum of 1 damage taken).

Domain Spells

Cleric Level Spells
1st Compelled Duel, Heroism
3rd Aid, Enhance Ability
5th Beacon of Hope, Crusader's Mantle
7th Death Ward, Freedom of Movement
9th Circle of Power, Holy Weapon

Channel Divinity: Rallying Banner

Starting at 2nd level you can invoke your channel divinity to conjure up a rallying banner as an action. Friendly creautres in a 30ft radius may use their reaction to move as close as possible to you given their current movement speed. Once all creatures have chosen to move, your banner's magic immediately ends the Frightened condition on any friendly creatures within 15ft, and heals them 2d8 + your wisdom modifier + your cleric level in hit points.

Fearless

At 6th level you gain immunity to the Frightened condition. Any creature that attempts to frighten you suffers 1d6 for every three cleric levels you have in psychic damage as a result of your indomitable will.

Divine Strike

Starting 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Undaunted

From 17th level the range of your On the Frontline feature increases from 5ft to 10ft. In addition, if you are below half hit points and would benefit from your On the Frontline feature you gain temporary HP at the end of your turn equal to half your cleric level and resistiance to bludgeoning, piercing, and slashing damage.