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The War domain was a suite of spells that were granted to clerics of war deities.[1] The gods were those of chivalry, conquest, destruction, domination, honor, pillage, and war itself. The clerics' abilities and spells focused on battles. These abilities enhanced the combat abilities of the cleric and others. The clerics' repertoire of spells was expanded to include the ones listed below.[2][3]

Deities with the War domainEdit

War Domain SpellsEdit

During the latter part of the Era of Upheaval, priests who chose this domain had access to the following spells as they advanced in level.[4]

1st level 
magic weapon
2nd level 
spiritual weapon
3rd level 
magic vestment
4th level 
divine power
5th level 
flame strike
6th level 
blade barrier
7th level 
power word, blind
8th level 
power word, stun
9th level 
power word, kill

After the Second Sundering, clerics who chose this domain were granted free access to these spells (they could cast them at any time without having to prepare them in advance).[5]

1st level 
divine favor, shield of faith
2nd level 
magic weapon, spiritual weapon
3rd level 
crusader's mantle, spirit guardians
4th level 
freedom of movement, stoneskin
5th level 
flame strike, hold monster

Other PowersEdit

In addition, trickery domain clerics gained access to the following powers:[3]

Channel DivinityEdit

Clerics with the War domain gained the ability to use the channel divinity powers called guided strike and war god's blessing. The former allowed the cleric to increase his or her own attacks' accuracy while the latter allowed the cleric to increase the allies' attacks' accuracy.[3]

Other powersEdit

Other abilities were the war priest, which allowed the cleric to attack in rapid succession, divine strike, which allowed the cleric to hit harder, and avatar of battle, which made a cleric more resilient against non-magical attacks.[3]

ReferencesEdit

  1. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
  2. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 189. ISBN 0-7869-2886-7.
  3. 3.0 3.1 3.2 3.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 63. ISBN 978-0-7869-6560-1.
  4. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 187. ISBN 0-7869-2886-7.
  5. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 58, 59. ISBN 978-0-7869-6560-1.


Spells by Cleric Domain (3.5 ed.)
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Deity domains (3.0–3.5 ed)
Air | Animal | Arcana | Balance | Bestial | Blightbringer | Cavern | Celestial | Change | Chaos | Charm | Civilization | Cold | Community | Corruption | Craft | Creation | Darkness | Death | Demonic | Destruction | Diabolic | Drow | Dwarf | Earth | Elf | Endurance | Evil | Family | Fate | Fey | Fire | Freedom | Glory | Gnome | Good | Greed | Halfling | Hatred | Healing | Herald | Hope | Illusion | Joy | Justice | Knowledge | Law | Life | Love | Luck | Madness | Magic | Mentalism | Metal | Mind | Moon | Nobility | Ocean | Orc | Pain | Planning | Plant | Pleasure | Poison | Portal | Protection | Renewal | Repose | Retribution | Rune | Scalykind | Sea | Skill | Slime | Spell | Spider | Storm | Strength | Strife | Suffering | Sun | Time | Torment | Trade | Travel | Trickery | Tyranny | Undeath | Vengeance | War | Water | Watery Death | Wilderness | Winter | Wrath