Base Class: Cleric
A cleric of the Body Domain strives to be an inspiring example of physical perfection. Their god has gifted them with a body, and they believe the best way to honor that gift is to achieve the pinnacle of their body's potential. They revel in sports, physical competitions, and displays of physical prowess.
Body Domain temples are sports arenas and training gyms. The temples organize sporting tournaments, competitions, and exhibitions to encourage participants to push the boundaries of their physical abilities.
Body Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | True Strike (2024), Expeditious Retreat, Jump, Longstrider |
| 3rd | Alter Self, Enlarge/Reduce |
| 5th | Haste, Water Breathing |
| 7th | Polymorph, Stoneskin |
| 11th | Flesh to Stone |
| 15th | Animal Shapes |
| 17th | Shapechange, True Polymorph |
Bonus Weapon & Armor Proficiencies
At 1st level, you have proficiency with heavy armor and martial weapons.
Bonus Physical Proficiency
At 1st Level, you are proficient with your choice of either the Acrobatics or Athletics skill.
Acrobatics
You are proficient with Acrobatics.
Athletics
You are proficient with Athletics.
Divine Physical Boost
At 1st level, your connection with the divine allows you to increase your physical prowess. At the end of a long rest, you can increase your Strength, Dexterity, or Constitution score by 2 up to a maximum of 20. This increase lasts until the end of your next long rest.
At level 14, you can increase your Strength, Dexterity, or Constitution score by 2 up to a maximum of 22. This increase lasts until the end of your next long rest.
Channel Divinity: Adrenaline Surge
Starting at 2nd level, you can use your Channel Divinity to give an ally a burst of physical energy.
As a bonus action, you present your holy symbol and choose 1 creature you can see within 60 feet of you. On that creature's next turn, it can take one additional action. That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action.
Projected Prowess
Starting at 6th level, you learn to project your physical prowess outward to protect your allies. When you or a creature within 30 feet of you fails a Strength, Dexterity, or Constitution saving throw, you can use your reaction to allow the creature to re-roll the saving throw. The creature must use the new roll.
You can this ability a number of times equal to your proficiency bonus. You regain all uses at the end of a long rest.
Powerful Strike
At 8th level, you gain the ability to infuse your melee strikes with extra power. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Divine Body
At 17th level, your body is so full of divine energy that it has unbelievable resiliency. You have advantage on all Strength, Dexterity, and Constitution Saving throws. You also have advantage on all Strength (Athletics) and Dexterity (Acrobatics) ability checks.
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