Sport Domain
The Ancient arts of Athletics is one that defines cultures. Gods like Kord or Nike who shape the entertainment of nations and inspire individuals in thrilling contests of valor, strength, and skill. Making them and those who worship them some of the most powerful figures in the realm
Domain Spells
1st: Jump, Expeditious Retreat
3rd: Spider Climb, Healing Spirit
5th: Haste, Thunder Step
7th: Freedom of Movement, Dominate Beast
9th: Telekinesis, Skill Empowerment
Extra Fit
At 1st level, gain proficiency in either Athletics or Acrobatics
Divine Gains
At 1st level, you may choose between a +2 ability score increase (you can only increase Constitution, Strength, or Dexterity with this ability) or one of the following feats: [Athlete, Crossbow Expert, Grappler, Inspiring Leader, Martial Adept, Mobile, Sharpshooter, Tough]. You can make this choice again at 7th level and again at 15th.
Channel Divinity: Feat of Greatness
At 2nd level, you can use your channel divinity to enhance your physical abilities with divine power. As a bonus action, you can expend a Channel Divinity to boost your abilities. You may choose one of these effects to apply to yourself for 1 minute. You cannot have more than 1 effect on yourself at the same time
Feat of Combat: While this is active, you gain the Extra Attack feature and you add your proficiency bonus to damage rolls made with weapons
Feat of Agility: While this is active, your speed is increased by 10ft. and you add your Wisdom modifier to Dexterity checks and saves
Feat of Endurance: While this is active, you gain temporary hit points equal to your level, you add 2 to your AC and you have advantage on all saves that involve avoiding the exhaustion condition
Encourage Team
At 6th level, you gain the ability to provide others with your divine physical prowess, as an action, you may choose a number of allies within 50ft. of you equal to your Charisma modifier to benefit from one of the effects of your Feat of Greatness ability.
Competitive Spirit
At 8th level, your burning spirit allows you to use the success of others to fuel your own valiant path to greatness. When a creature you can see within 50 ft. of you rolls a critical success on an attack, saving throw, or skill check, you can use your reaction to gain a Rivalry Point. You can use a Rivalry Point for free at any time, it will give you advantage on a roll as long as it is the same type of roll that you earned the Rivalry point off of (i.e. If you get it from an attack roll you can only use it on an attack roll). The Rivalry Point disappears at the end of your next turn
Olympian
At 17th level, You are a champion of athleticism and valor, you gain the following benefits:
- You gain Expertise in either Acrobatics or Athletics
- You have a once per day use of the Action Surge ability
- When you roll a Natural 20 on an attack, saving throw, or ability check, or get a 25 or higher on an attack, saving throw, or ability check when modifiers are added, you gain Temporary Hit Points equal to your Strength or Dexterity score, whichever one is higher