Domain Spells
You gain domain spells at the cleric levels listed in the Brawl
Domain Spells table. See the Divine Domain class feature for
how domain spells work.
Brawl Domain Spells |
|
Cleric Level |
Spells |
1st |
compelled duel, jump |
3rd |
enhance ability, enlarge/reduce |
5th |
beacon of hope, haste |
7th |
freedom of movement, stoneskin |
9th |
mass cure wounds, skill empowerment |
Bonus Proficiency
Starting at 1st level, you gain proficiency in the Athletics skill,
and your proficiency bonus is doubled for any ability check
you make with it.
The Old Ways
Also beginning at 1st level, while you are wearing no armor
and not wielding a weapon, your AC equals 10 + your
Dexterity modifier + your Wisdom modifier.
Additionally, you can roll a d6 in place of the normal
damage for your unarmed strikes. Starting at 6th level, you
can instead roll a d8, and your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Channel Divinity: Brawl
At 2nd level, you can use your Channel Divinity to become a
true brawler.
As a bonus action, you call out a divine roar of challenge to
those around you, filling yourself with increased vigor. When
you use this Channel Divinity, and as a bonus action on each
of your turns for the next minute, you can attempt to grapple
or shove a creature. For the duration, you can deal an amount
of bludgeoning damage equal to your Wisdom modifier to
creatures grappled by you at the end of each of your turns.
Born to the Fray
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn, but one of
the attacks must be an unarmed strike.
Divine Strike
At 8th level, you can imbue your blows with martial might.
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
bludgeoning damage to the target. When you reach 14th level,
the extra damage increases to 2d8.
God of the Games
At 17th level, you become a paragon of athleticism. You gain
proficiency with Strength and Dexterity saving throws, your
Strength and Dexterity scores can't be reduced, and once per
turn when you grapple, shove, or hit a creature with an
unarmed strike, you can deal magical bludgeoning damage to
it equal to half your Cleric level.
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