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### Strength Domain Strength can manifest itself in many ways, but none are more important to clerics of strength then that of the physical. Ones mental strength is important, ones leadership is admirable, ones will, ones bravery, and ones intelligence are all honorable, but ones physical power is more divine than all the other forms of strength combined. The more strong a cleric of strength becomes, the more similar the cleric becomes to his god, and the more divine strength he can draw from his god as a result. A strength clerics acts of worship include prayer as much as they include push ups. ##### Strength Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1 | *heroism, jump* | | 3 | *enlarge/reduce, spiritual fists* | | 5 | *crusaders mantle, crushing fall* | | 7 | *staggering smite, stoneskin* | | 9 | *destructive wave, hold monster* | #### Consecrated Arms and Armor At 1st level, you may set your armor aside, using only your chiseled physique and the powerful presence of your god to shield you. While you aren't wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can use a shield and still gain this benefit. Also, you gain proficiency with martial and improvised weapons. #### The Body the Temple Also at 1st level, your god grants you rushes of power during battle. As a bonus action, you can make a grapple or shove attack. Should this attack succeed, you gain 1d8 temporary hit points for 1 minute, as your god applauds you for your strength. You can do this a number of times equal to Your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Additionally, you can use your muscles as a spell casting focus for your cleric spells, and you always know the Strength score of any creature you can see, having advantage on intimidation checks against creatures with a Strength score lower than your own. #### Channel Divinity: Unyielding Brawn Starting at 2nd level, whenever you fail a Strength based check or saving throw you can use your channel divinity as a reaction to re roll the check or saving throw. You can use your reaction the same way on following rounds for 1 minute. #### Channel Divinity: Godly Might At 6th level, you can use your Channel Divinity as a bonus action to triple your maximum carrying capacity and maximum weight you can push, drag, or lift. If you hit a target with an object or creature that has a size of medium the target suffers an additional 1d6 bludgeoning damage. For every size class the object or creature is above this, the damage dice doubles, with large dealing 2d6, huge dealing 4d6, etc. You gain these benefits for a number of turns equal to your Strength modifier (minimum of 1). \columnbreak .
> ##### Hitting Creatures With Creatures > If allowed by your DM, both players and NPC's may utilize living creatures they have grappled as an improvised weapon for weapon attacks. As with any other object, the creature they are using must be within their carrying capacity. The creature they are using receives an equal amount of damage from the weapon attacks it is being used for, and every time the creature being used strikes a target, it can attempt to break the grapple.
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##### Art: Alex Flores ##### Design: James Rathwell \columnbreak #### 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. #### Hammering Strike Starting at 17th level, the line between your mortal strength and your gods divine strength starts to become blurred. After you successfully hit a creature with a divine strike, the target, and all enemies within 10ft of the target, must make a Strength saving throw against your spell save DC. On a failure, you can choose to either knock them prone or push them up to 10ft away from you with a blast of divine strength. ### New Spells *Crushing fall* is added to the paladin spell list, and *spiritual fists* is added to the cleric spell list. #### Crushing Fall *3rd-level Abjuration* ___ - **Casting Time:** 1 Reaction - **Range:** Self (20-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ When you suffer falling damage you may expend your reaction to half the falling damage you take, and emit a crushing wave of force out from beneath you. All creatures within 20ft of you must succeed a Dexterity saving throw or take 1d6 bludgeoning damage per 10ft you fell this round (to a maximum of 8d6), and are knocked prone. A creature that succeeds the save takes half damage and isn’t knocked prone. #### Spiritual Fists *2nd-level Evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S, Must have your hands free. - **Duration:** 1 Minute ___ You manifest the spectral arms of your god to mirror your own. Once on each of your turns when you hit an enemy with an unarmed strike, the attack deals an additional 1d8 radiant damage as the fists simultaneously pummel them. In addition, whenever you successfully grapple, push, or knock a creature prone, it suffers 1d8 radiant damage as the fists hammer into them with wrathful light. If your alignment is evil the fists instead deal necrotic damage. **At Higher Levels:** When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
##### Flavoring Spiritual Fists It is recommended to flavor *spiritual fists* to your liking. For example instead of summoning manifestations of your gods fists, you may empower your own fists with radiant energy.