Base Class: Cleric
Strength. Determination. Power. When the magics of the world flicker out, the armies of great nations washed away, powerful beasts and even gods sundered, only one thing will remain. Force. The force of will that burns in every creature, but few ever stoke the fire and turn it into a weapon against those who would seek to drag them down. The will to force through any obstacle, any enemy, to reach their goal. The strength to be battered and bleeding, and still drag themselves across the battlefield, begging for more. Using nothing but your determination to strengthen your weapons and allies, to push through whatever you may face. This is the Force Domain in all it's glory. Gods of this domain are varied in alignment and history, including Illmater the Broken God, Grolantor, Garagos the Reaver, and even Ao the Overgod.
Force Domain Spells
| Cleric Level | Spells |
|---|---|
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1st |
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3rd |
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5th |
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7th |
Private Sanctum, Confusion |
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9th |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
By Will Alone
At 1st level, your will is a tangible presence, allowing you to empower your attacks. When you make a weapon attack, you can alter the damage type to force damage. This damage ignores resistance to force damage, and treats immunity as resistance instead. These can still be used with spells and abilities that affect or create weapon attacks, such as Flame Blade.
You can do this a number of times equal to your Wisdom modifier + your proficiency bonus per long rest.
Channel Divinity: Wave of Resolve
At 2nd level, you can use your Channel Divinity and a bonus action to manifest your will as a concussive wave. Each creature you choose within 30 feet of you must make a Wisdom saving throw or gain vulnerability to force damage for 1 minute. Creatures that are within 5 feet of you have disadvantage on the save.
During this minute, if a creature within 30 feet of you attacks a creature other than you, you can use your reaction to cause them to make a Constitution saving throw. On a failed save, they take 2d8 force damage and fall prone. on a successful save they take 1d8 damage and do not fall prone. Creatures that are within 5 feet of you have disadvantage on the save.
Unstoppable
At 6th level, your drive to succeed can pull you from the brink of death. When you are dropped to 0 hit points but not killed outright, you can expend a use of your Channel Divinity to regain hit points equal to your cleric level. You must long rest before you can use this ability again.
In addition, you gain proficiency in Constitution saving throws.
Inescapable Smite
At 8th level, your weapons can be further augmented by your will. When you use your By Will Alone ability with a melee weapon, the range of the attack increases to 30 feet, concentrated bursts of force manifesting from your weapon. When you reach 14th level, the range increases to 60 feet.
Sheer Will
At 17th level, your determination has reached it's zenith, your will augmenting your mind, body and soul. You have immunity to force damage and psychic damage. You are also immune to being charmed, frightened and gaining levels of exhaustion.
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