Cleric
Base Class: Cleric

What is strength and 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 and 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 pantheon are: Berilor, Carcon, Ferhenz, Darasif or even Lumair.

Example Deity - Domain of Worship
Berilor - God of Honor
Carcon - God of Conquest
Ferhenz - God of Craftsmen
Darasif - God of Tempests
Lumair - God of Light

Strong and 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.

Level 3: Strength Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Strength Domain Spells table, you thereafter always have the listed spells prepared.

Strength Domain Spells
Cleric Level Prepared Spells
3 Bless, Enhance Ability, Heroism, Warding Bond
5 Beacon of Hope, Haste
7 Guardian of Faith, Stoneskin
9 Bigby's Hand, Dispel Evil and Good

Level 3: Beacon of Strength

You can use your strength to quickly aid your allies. You can use the Help action as a bonus action. You can do this a number of times equal to your Wisdom modifier, regaining expended uses when you finish a long rest.

Additionally, when you use the Help action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Level 3: Strength in Unity

You can assist those near you from escaping dire situations. When a creature within 10 feet of you fails a saving throw, you can use your reaction and expend a use of your Channel Divinity to allow that creature to reroll the save. The creature must use the new roll and adds your Wisdom modifier to the result.

Level 6: Soul of the Strong

You excel at lending allies your strength. Whenever you take the Help action you can aid two allies at once, so long as they're both within 30 feet of you. Additionally, when you use the Help action to aid an ally in attacking a creature, you can forgo aiding a second ally to instead grant one ally advantage on the next two attacks they make against the target.

Level 17: Paragon of Power

You've become a paragon amongst your peers, a true symbol of strength. You have proficiency in Strength and Constitution saving throws.

Additionally, you can imbue yourself with immense strength as a bonus action. Upon doing so you gain 50 temporary hit points and receive the following benefits for the next 10 minutes:

  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You can attack twice, instead of once, when you take the Attack action on your turn.

Once you enter this form you can't do so again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.

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