Cleric
Base Class: Cleric

clerics of the Motion Domain venerate gods of motion. Gods of Travelers and shepherds (such as Hermes, Fharlanghn and Celestian) passages (such as Janus) or even gods who move across the sky (such as Ra and Savitr) are all the protectors of Clerics of the motion domain.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessed Movement

When you are on a mount or Vehicle you can use your bonus action to teleport up to 30 feet away.

Channel Divinity: Freeze The Hostile

Starting at 2nd level, you can use your Channel Divinity to stop any creatures hostile to you in their tracks.

As an action, you present your holy symbol and evoke the energy of motion that can freeze any creatures hostile to you within 30 ft. Of you . Each targeted creatures has to succeed on a wisdom saving throw or be frozen for two turns. You can’t use this feature on an undead or a construct.

Blessings of Speed

Beginning at 6th level, when a creature friendly to you is about to get hit with a melee attack you can use your action to teleport them 60 feet away in any direction.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic motion. 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 psychic damage increases to 2d8.

Golden Rotation

Starting at 17th level, when you make a melee or ranged attack against a creature you can add an additional 3d10 Psychic damage to the roll. On each of this creatures turns it must take 2d6 psychic damage until it is at 10 health or lower.

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