Strategy Domain
Strategy has many manifestations. It can make masters of planning. From battleground tacticians or masters of strategy board games. In either case, the gods of strategy watch over warlords and commanders and reward them for their great deeds. The clerics of such gods excel in planning, inspiring others to the use of careful tactics in battle to achieve victory, under the belief that sound strategy was the best way to win a battle with the most favorable outcome. Gods of strategy include champions of nobility and chivalry (Apollo, Vör, Helm, Kiri-Jolith, Red Kinight and Siamorphe) as well as gods of cunning (such as Loki, Orunmila, Quetzalcoatl, Merrshaulk and Ilneval).
Strategy Domain Spells
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor. You also add your proficiency bonus in Intelligence checks involving strategy board games such as chess, chaturaji, the game of go, lanceboard and dragonchess.
Extended Spell
Also at 1st level, when you cast a spell that has duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use this feature a number o f times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Grandmaster’s Watch
Starting at 2nd level, you can use your Channel Divinity to determine the condition of creatures within the 30 feet of you. You instantly knows whether each visible creature within the area is dead, dying, gravely wounded, and their conditions such blinded, charmed, deafened, frightened, incapacitated, paralyzed etc. This ability foils any spell or ability that allows creatures to feign death.
Channel Divinity: Discomfit Opponent
At 6th level, when a creature within 30 feet of you, makes an attack roll, you can use your reaction to impose disadvantage to that creature’s attack roll, using your Channel Divinity. You make this choice after the DM announces the attack, but before the DM says whether the attack hits or misses.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Time Stop
At 17th level, once per day as an action, you can cast time stop. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect ends if one o f the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.
:Edited:
Strategy has many manifestations. It can make masters of planning. From battleground tacticians or masters of strategy board games. In either case, the gods of strategy watch over warlords and commanders and reward them for their great deeds. The clerics of such gods excel in planning, inspiring others to the use of careful tactics in battle to achieve victory, under the belief that sound strategy was the best way to win a battle with the most favorable outcome. Gods of strategy include champions of nobility and chivalry (Apollo, Vör, Helm, Kiri-Jolith, Red Kinight and Siamorphe) as well as gods of cunning (such as Loki, Orunmila, Quetzalcoatl, Merrshaulk and Ilneval).
Strategy Domain Spells
Cleric Level | Spells |
1st | command, shield of faith |
3rd | augury, spiritual weapon |
5th | clairvoyance, crusader's mantle |
7th | locate creature, stoneskin |
9th | hold monster, scrying, |
At 1st level, you gain proficiency with martial weapons and heavy armor. You also add your proficiency bonus in Intelligence checks involving strategy board games such as chess, chaturaji, the game of go, lanceboard and dragonchess.
Extended Spell
Also at 1st level, when you cast a spell that has duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use this feature a number o f times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Grandmaster’s Watch
Starting at 2nd level, you can use your Channel Divinity to determine the condition of creatures within the 30 feet of you. You instantly knows whether each visible creature within the area is dead, dying, gravely wounded, and their conditions such blinded, charmed, deafened, frightened, incapacitated, paralyzed etc. This ability foils any spell or ability that allows creatures to feign death.
Channel Divinity: Discomfit Opponent
At 6th level, when a creature within 30 feet of you, makes an attack roll, you can use your reaction to impose disadvantage to that creature’s attack roll, using your Channel Divinity. You make this choice after the DM announces the attack, but before the DM says whether the attack hits or misses.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Time Stop
At 17th level, once per day as an action, you can cast time stop. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This effect ends if one o f the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.
:Edited:
Last edited: