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War in Sword Coast Legends is an Ability tree for Clerics and Paladins. Holy champions who follow the gods of war excel in battle and inspire those around them. Almost exclusively offensive in nature, war abilities focus on dealing massive amounts of Divine damage, smiting one's enemies on the battlefield with righteous.



War



divine_smite-icon.png Divine Smite


  • Effect: Expend holy energy and strike a foe with a weapon, dealing 5-22 Radiant damage.
  • Type: Attack
  • Range: Melee
  • Cooldown: 80 Seconds
  • Requirements: Level 2
  • Cost: 2 Point
  • Ranks: IV


crusaders_mantle-icon.png Crusader's Mantle


  • Effect: Holy power radiates from you in an aura with a 6-yard-radius, awakening boldness in friendly creatures. For the next 40 seconds, the aura moves with you, centered on you. While in the aura, each nonhostile creature (including you) deals an extra 1-4 Radiant damage when it hits with a weapon attack.
  • Type: Aura
  • Range: 6 Yards
  • Cooldown: 120 Seconds
  • Requirements: Divine Smite & Level 5
  • Cost: 2 Point
  • Ranks: II

radiant_pulse-icon.png Radiant Pulse


  • Effect: Channel divine power directly down from the heavens on a target or a point in range. Radiant energy explodes from that point, striking all enemy targets within 5 yards. Each target struck must make a DC 9 Wisdom saving throw. A creature that fails this save takes 11-47 Radiant damage, or half that much on a successful save.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Level 5
  • Cost: 2 Point
  • Ranks: II


guardian_of_faith-icon.png Guardian of Faith


  • Effect: You summon the essence of a celestial being into this plane at a point you designate. Any enemy within 5 yards must make a DC 9 Wisdom saving throw. On a failed save, a creature will take 4-19 Radiant damage, or half as much on a success. The celestial guardian remains in place for 6 seconds. Each enemy still within range must make a new save each round.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 160 Seconds
  • Requirements: Radiant Pulse II & Level 7
  • Cost: 3 Points
  • Ranks: I


arcing_smite-icon.png Arcing Smite


  • Effect: Launch a bolt of wild, holy energy at an enemy. On a hit, the bolt deals 19-79 Radiant damage and then bounces to another enemy target in range. The bolt will bounce up to 2 times.
  • Type: Ranged
  • Range: 18 Yards
  • Cooldown: 160 Seconds
  • Requirements: Radiant Pulse & Level 11
  • Cost: 3 Points
  • Ranks: IV



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