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Divine Domains

At 1st level, a cleric gains the Divine


Domain feature, which offers you a
choice of subclass. The following
options are available to a cleric: the
Ironfist Domain.

Ironfist Domain
“Repent.”
Ironfist clerics know you can’t always rely on
vestements or armaments of faith, and that the
gods of war light the path for those willing to give mind
and body to the pursuit of their righteous cause. These
clerics are at home in the heat of battle, engaging the
enemy at close quarters with naught protecting them
but their wit and skill.
More likely to be encountered in shady taverns, dark
dungeons, or dimly-lit backstreets than lounging in an
abbey or chapel, the Order of the Ironfist are feared and
respected throughout the Realms, meting out divine ret-
ribution at arm’s length.

Domain Spells 1st


You gain domain spells at the cleric levels listed in the
Ironfist Domain Spells table. See the Divine Domain THE CLERICAL TERROR,
class feature for how domain spells work.
THE QUEEN OF MEAN,
Ironfist Domain Spells THE RIGHT AND LEFT HAND OF GOD,
Cleric Level Spells THE PASTOR OF DISASTER,
1st
3rd
searing smite, thunderous smite, wrathful smite
branding smite
THE ONE AND ONLY,

SISTER SMITE.
5th blinding smite
7th staggering smite
9th banishing smite

Wolf in Sheep’s Clothing 1st PATREON | HEAVYARMS DARYA KOZHEMYAKINA

While you aren’t wearing armor, your armor class


equals 10 + your Strength modifier + your Constitution
modifier. You can use a shield and still gain this benefit. Armor of God 6th
Whenever you cast a domain spell, you gain advantage on
Minister of Mayhem 1st saving throws against effects that cause any of the follow-
Your unarmed strikes can deal bludgeoning damage equal
ing conditions: blinded, charmed, deafened, frightened,
to ld8 + your Strength modifier on a hit. In addition, your
paralyzed, poisoned, and stunned. This benefit lasts until
hands count as weapons for the purpose of spells you cast.
the start of your next turn.
Channel Divinity: Divine Might 2nd Divine Strike 8th
When you hit a creature with an unarmed strike, you can
Once on each of your turns when you hit a creature with a
use your Channel Divinity and expend spell slots to deal
weapon attack, you can cause the attack to deal an extra
extra radiant damage to the target. The spell slots can
1d8 radiant damage to the target. When you reach 14th
have a combined level no higher than half your cleric level
level, the extra damage increases to 2d8.
(rounded up). The extra damage is 2d8 for the first slot
level, plus 1d8 for each additional combined slot level. Clerical Terror 17th
The damage increases by 1d8 if the target is an Undead Once on each of your turns when you attack with an un-
or a Fiend. armed strike using the Attack action, you can make one
additional unarmed strike as part of the same action.
Holy Hands 6th Furthermore, whenever you cast a domain spell, you gain
Your unarmed strikes count as magical for the purpose
resistance to bludgeoning, piercing, and slashing damage
of overcoming resistance and immunity to nonmagical
from nonmagical weapons until the start of your next turn.
attacks and damage.

PATREON | HEAVYARMS  HEAVY’S HAVERSACK OF HEVERYTHING

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