Cleric: Strength Domain

by kingstarman

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Strength Domain

You are a cleric devoted to a deity of strength, skilled in the use of your body as a weapon. You have mastered the art of unarmed combat as a form of worship, and can move with lightning speed and precision.Whether you are defending the weak or fighting for justice, you are a formidable opponent on the battlefield, able to go toe-to-toe with even the most skilled warriors.

Domain Spells

Strength Domain Spells
Cleric level Spells
1st feather fall, longstrider
3rd enhance ability, enlarge/reduce
5th create food and water, haste
7th freedom of movement, stoneskin
9th Bigby's hand, steel wind strike

Iron Fist

When you choose this domain at 1st level, your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit as long as you are not wielding a weapon or holding a shield.

My Body, My Temple

Also at 1st level, you have trained your body as a form of connection to your god. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Additionally, you can convert your spells into martial techniques. You can use martial techniques that you meet the requirements for by expend the appropriate spell slot.

Channel Divinity: Hysteric Strength

At 2nd level, you can use your Channel Divinity to wield the power of your muscels to their maximum potential.

When you roll for damage on a weapon attack, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Herculean Strength

At 6th level, when you roll a Strength ability check you can treat a d20 roll of 9 or lower as a 10.

Divine Strike

At 8th level, your body has been enhanced to the point that it can combust the air around you. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Physical Paragon

At 17th level, you body will always remain in its physical prime, you no longer physically age and you cannot be aged by magical effects.

Additionally, you are immune to being blinded, charmed, deafened, frightened, paralyzed, petrified, and stunned.

Morote Seoi-Nage

Prerequisite: 1st level spell slot

As a reaction, when a creature misses a melee weapon attack against you, you can expend a spell slot of at least 1st-level to grab and throw that creature to the ground. The creature must make a Dexterity saving throw and on a failed save, the creature is knocked prone and takes 1d4 bludgeoning damage for each spell slot expended above 1st.

Giants Spear

Prerequisite: 1st level spell slot

As an action, you can expend a spell slot of at least 1st level and make an unarmed strike. This unarmed strike has a range of 10ft. and deals an additional 1d6 piercing damage. The additional damage increases by 1d6 for each spell slot above 1st

Aiki

Prerequisite: 2nd level spell slot

As an action, you can expend a spell slot of at least 2nd level and touch a creature to completely shift their balance. That creature must make a Dexterity saving throw and on a failed save the creature is launched 10ft. in any direction of your choice and takes 2d8 bludgeoning damage if they collide with any object or creature. The creature is launched an additional 5ft. for each spell slot above 2nd.

Dragon Turtle Binding

Prerequisite: 2nd level spell slot

As a bonus action, you can expend a spell slot of 2nd level to attempt to grapple a creature within 5ft of you. While grappled the creature has disadvantage on ability checks to escape your hold.

Quickling Footwork

Prerequisite: 2nd level spell slot

As a bonus action, you can expend a spell slot of 2nd level. Your movement speed is doubled until the end of your turn.

Cerberus Barrage

Prerequisite: 3rd level spell slot

As a bonus action, you can expend a spell slot of 3rd level to make 3 additional unarmed strikes. Each of these unarmed strikes deal an additional 3d6 bludgeoning damage.

Mind Flay

Prerequisite: 3rd level spell slot

As a bonus action, as part of a melee attack you can expend a spell slot of 3rd level. The attack deals an additional 3d8 bludgeoning damage and that creature has disadvantage on Intelligence saving throws until the start of your next turn.

Dragons Leap

Prerequisite: 4th level spell slot

As an action, you can expend a spell slot a 4th level and target a flying creature within 120ft. of you. You make an unarmed strike as you leap with the grace of a dragon and latch onto that creature. On a hit that creature takes an additional 4d8 bludgeoning damage and is grappled. When a creature is grappled by this feature it doesn't have its movement speed reduced.

Demon Kings Fall

Prerequisite: 6th level spell slot

As a bonus action, you can expend a spell slot a 6th level while you have a creature grappled to bury it into the ground. The creature must make a strength saving throw and on a failed save it is freed from the grapple as you crush it against the ground dealing 6d6 bludgeoning damage and half that mush damage to creatures within 5ft of you.

God Hand

Prerequisite: 9th level spell slot

As an action, you can expend a spell slot a 9th level and force a creature to make a Dexterity saving throw to withstand the immense pressure of your strike. On a failed save, the creature takes 15d10 force damage and on a successful save they take half the damage as the pressure warps them.

 

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