Base Class: Cleric
Clerics who channel the divine energy of the Speed Domain are conduits of rapidity, embodying swiftness in both body and mind. They are fervent advocates for quick thinking, agile movement, and decisive action. Whether on the battlefield or in the pursuit of their deity's will, Speed Domain clerics excel at outmaneuvering foes and seizing opportunities with lightning-fast reflexes.
Light Foot
When you choose this domain at 1st level, you become proficient in two of the following skills: Acrobatics, Athletics, Stealth, or Sleight of hand.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
You also gain an additional 10ft of movement
Speed Domain Spells
Speed Domain spells:
1st- long strider, zephyr strike
3rd- kinetic jaunt, blur
5th- haste, ashardlon’s stride
7th- freedom of movement, dimension door
9th- freedom of the winds, steel wind strike
Channel Divinity: Adrenaline Rush
Starting at 2nd level, you can use your Channel Divinity to hone your mind and body.
As an action, you can cause a surge of adrenaline through your body. As long as you are concentrating on a spell that affects your movement speed in some way, you can concentrate on another spell freely.
Goat's Charge
Beginning at 6th level, your supernatural speed allows you to hit stronger and faster as vestigial goat horns appear on your head. If you use your action to dash, you can make a bonus action melee attack with a bonus to hit equal to your dex mod if you don't already. For every ten feet of movement used before this bonus action attack, you add +1 to the damage.You can use this ability an amount of times equal to your wisdom modifier (a minimum of once). You regain all expended uses on a long rest.
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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Speed Demon
Starting at 17th level, your mastery over velocity and momentum has granted you otherworldly, inhuman reaction time. You no longer can be surprised, at the start of combat your movement speed is doubled, you do not provoke opportunity attacks, you ignore difficult terrain, and your initiative cannot be lower than 20.
Previous Versions
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2/13/2024 11:48:19 PM
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4
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1
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5e
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Coming Soon
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