The Domain of Tharn – a new cleric domain for D&D/Freeya

Tharn, God of the First Circle, Lord of War and Honour, Son of Air and Fire

War is one of the most terrible experiences any mortal ever faces.

The followers of Tharn are well aware of this fact. None of them would argue that war itself is inherently glorious, since it tends to bring out the worst in us. Their creed is that if mortals decide that war is inevitable, they will be there and act as nobly as their god would.

Tharn despises his little sister Relthea since she advocates blindly following one’s emotions and welcomes the mindless slaughter which ensues.

Domain Spells of Tharn

Cleric Level Spell
1st Compelled Duel, Shield of Faith
3rd Magic Weapon, Calm Emotions
5th Call Lightning, Crusader’s Mantle
7th Guardian of Faith, Flame Shield
9th Destructive Wave, Hold Monster

When you choose this domain at 1st level, whenever an effect would push, pull, or knock you prone, you have advantage on the respective saving throw.

Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons and heavy armor.

Channel Divinity: Lead by Example
At the 2nd level, before you make an attack roll you may use your Channel Divinity and announce that you will lead by example. Every ally with 60 feet, who can see or hear you during this attack, can use your die roll result to perform an attack roll until the start of your next turn.

War Master
At the 6th level, you learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist a maneuver’s effect, your cleric’s spell save DC is used.
You gain three superiority dice, which are d8. A superiority die is expended when you use it to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.
When you add your superiority die to a weapon damage roll, that added damage is lightning damage.

Divine Strike
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 lightning damage to the target. When you reach the 14th level the extra damage increases to 2d8.

Tharn’s Noble Spirit
At the 17th level, Tharn’s spirit of honour and natural nobility fully and permanently suffuses you. People have a hard time genuinely hating you. Whenever an adjacent creature tries to attack you, it has disadvantage on the attack roll.

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