Cleric - Strength Domain - GM Binder

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Cleric: Strength Domain

Divine Domain
Physical Paragon
Strength Domain At 17th level, you body will always remain in its physical
Man has always sought to become stronger, some use martial prime, you no longer physically age and you cannot be aged
arts, some practice with weapons and some seek guidance by magical effects.
from a greater power to empower themselves. A cleric that Additionally, you are immune to being blinded, charmed,
draws power from the gods of strength forge their entire deafened, frightened, paralyzed, petrified, and stunned.
bodies to be a dangerous weapon to be mastered through
discipline and prayer. ART CREDIT
Domain Spells AhrunaArt - Source
u/UnavailableAesy - Source
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

Physical Conditioning
When you choose this domain at 1st level, you gain
proficiency in the Athletics skill and you can take the Grapple
and Shove actions as a bonus action.
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, Your body counts as a natural weapon with
which you are proficient. Attacks using your body deal 1d8 +
your Strength modifier.
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.
Additionally, while under the effects of your Blessed Physique
feature you can make an additional weapon attack as a bonus
action.
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.

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