Base Class: Cleric
What is Strength & where does it come from? These two questions have been asked for centuries and answered in varying ways. Whether it be strength coming from within, from those around you, or wherever, clerics of this domain wield arms and join their brethren in the front lines as symbols of strength & beacons of hope. Like paladins, these individuals never show fear when faced with danger as they are confident that their strength, combined or independent is unmatched when channeled.
God Choices
Some clerics of this domain worship god but in fact, most of this domain choose not to. Any god can be viewed as a god they can find strength in. Some examples of potential gods of strength often reside in the Reincarnated Pantheon are: Iroas, Mogis, Puphoros, Keranos or even Heliod.
| EXAMPLE DEITY | DOMAIN OF WORSHIP |
|---|---|
| Iroas | God of Bravery |
| Mogis | God of Slaughter |
| Puphoros | God of the Forge |
| Heliod | God of the Sun |
| Keranos |
God of the Storms |
Strong & Faithless
Every so often, a Cleric loses faith in deities. When this happens, often they lose their divine power entirely along with their faith. However, when a cleric becomes so convinced of the fact that there should be no gods or at the very least power & strength shouldn’t stem from them, a tree of strength is formed. Strength not in the physical sense, but in the sense of self-worth & the value of mortal lives.
When this happens, the cleric becomes capable of retaining that power that was once gifted, which is now truly their own. A power stemming from their conviction that no deity deserves worship. This change could come about when the Cleric sees for a fact their deity is false or are confronted with proof that a god once thought to be working for good is truly on the side of evil. Or even a more common realization that the gods aren’t worthy of their follower’s worship. Regardless, these headstrong radicalistic individuals march on to see a world with little to no faith.
Domain Spells
You gain domain spells at the cleric levels listed in the Strength Domain Spells table. See the Divine Domain class feature for how domain spells work.
Strength Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Guiding Bolt, Bless |
| 3rd | Warding Bond, Branding Smite |
| 5th | Beacon of Hope, Spirit Guardians |
| 7th | Guardian of Faith, Stoneskin |
| 9th | Telekinesis, Dispel Evil and Good |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Strength in Unity
At 1st level, upon succeeding a saving throw, you may use a reaction & choose a creature who failed a saving throw within 10 feet of you and cause them to automatically succeed as well.
Once you use this ability, you may not use it again until completing a long or short rest.
Channel Divinity: Beacon of Strength
Starting at 2nd level, you can use your Channel Divinity to become a symbol of strength.
Upon activation, all friendly creatures equal to your wisdom modifier, within 5 feet of you do extra damage equal to your proficiency bonus.
Upon reaching level 10, this range increases to 10 feet.
Upon reaching level 15, this range increases to 15 feet.
Soul of the Strong
Starting at 6th level, your true strength will not be hindered from otherworldly beings. You are granted special abilities:
- While wearing heavy armor, you gain a +1 bonus to AC
- While wearing heavy armor, you gain resistance to Radiant & Necrotic Damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power & devotion of you and your brethren. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Paragon of Power
At 17th level, you become a paragon amongst your peers. A true symbol of strength. Because of this, you gain the following effects:
- You gain immunity to radiant & necrotic damage.
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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