Cleric
Base Class: Cleric

Unstoppable forces of nature, these clerics have been aptly compared to walking siege engines. Known for their blows that carry a frighteningly disproportionate amount of force, it is recommended you stay out of their way or be knocked about and out. Special consideration must be noted for their motto "Faith in my steps, I trample all underfoot."

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Momentum Domain Spells

CLERIC LEVEL SPELLS

3rd

Feather Fall, Thunderwave, Thunderous Smite

5th

Kinetic Jaunt, Shatter, Silence,

9th

Haste, Thunder Step, Pulse Wave,

13th

Dimension Door, Freedom of Movement, Otiluke's Resilient Sphere

17th

Control Winds, Destructive Wave, Wall of Force

Shockwave

Starting at 1st level, your voice will not be stopped by something as small as space. Double the range and damage whenever you use a spell or ability that deals thunder or force damage. In addition, you learn the booming blade, eldritch blast, and thunderclap cantrips, which don't count against the number of cleric cantrips you know.

Channel Divinity: Applied Force

At 2nd level, you now have the ability to force creatures where you want them when you want them. You stomp the earth centering yourself while presenting your holy symbol as an action. For 1 minute, whenever you hit a creature with an attack, you can impose one of the following effects on the target:

  • It must succeed on a Strength saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 5 x your Wisdom Modifier feet away from you.
  • It can't take reactions until the end of your next turn.
  • It moves at half speed until the end of its next turn.
  • It gains vulnerability to either force or thunder damage.
  • it must succeed on a Constitution saving throw or be stunned until the end of its next turn.
  • It is under the effects of the slow spell for 1 turn.
  • The creature must succeed on a Constitution saving throw or be deafened for a number of turns equal to your proficiency modifier.

Every time you gain a different feature from this subclass, you may add an additional effect.

Siege Engine

At 6th level, your blows grow increasingly more destructive in scope. You deal double damage to objects and structures.

In addition, you ignore difficult terrain and gain an extra attack.

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 thunder or force (your choice) damage to the target. When you reach 14th level, the extra damage increases to 2d8. Your attacks that use this feature are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Grand Chariot

At 17th level, you have become virtually unstoppable. The cart where both divine providence and martial might ride together to deliver miracles. Crush it all and pave the way for a brighter and better path.

For every foot of your movement you have, add an extra point of damage. You must move at least 5 feet before taking the attack action to gain this benefit.
You are resistant to thunder and force damage and immune to the deafened and stunned condition.
You become resistant to bludgeoning, slashing, and piercing damage.

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