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Brawl Domain

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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