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Force Domain

Kinetic Domain Spells
Cleric level Spells
1st feather fall, catapult
3rd hold person, levitate
5th fly, Leomund's tiny hut
7th freedom of movement, Otiluke's resilient sphere
9th arcane hand, telekinesis

Conserved Motion

When you select this domain at 1st level, you gain proficiency with martial weapons and the Athletics skill. You can use your Wisdom modifier in place of your Strength modifier when making Strength (Athletics) checks. When you make a melee weapon attack, you can choose to use your Wisdom modifier instead of your Strength modifier for attack and damage rolls.

Unseen Art

Also at 1st level, the power of your deity allows you to manipulate the raw essence of motion. You can interact with any number of objects that you can see within 5 feet of you using pure telekinetic force, manipulating them as though you were using your hands. You can use this ability to wield weapons or a shield, even if your hands are occupied. Use your Wisdom modifier in place of your Strength modifier when determining how much you can push, lift, and carry using this telekinetic force.

Channel Divinity: Heaven’s Grip

At 2nd level, you use your action and your Channel Divinity to summon massive hands of radiant force that grasp a creature you can see within 60 feet of you. The creature becomes restrained for 1 minute by these hands. You can use your bonus action to cause the hands to crush the creature, dealing force damage equal to your cleric level, or hurl the creature up to 30 feet. If you hurl the creature, it is freed and the hands vanish. The creature can attempt to free itself by using its action to make a Strength saving throw against your cleric spell save DC. If it succeeds, it is freed and the hands vanish.

Equal and Opposite

At 6th level, you are granted the ability to redirect the forces arrayed against you. When you take damage, you can use your reaction to harness some of that energy. If you hit a creature with a weapon attack during your next turn, the creature takes additional force damage equal to the damage you harnessed, up to a maximum equal to your cleric level, and you can immediately launch yourself up to 15 feet in a direction of your choosing without provoking opportunity attacks during your movement.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with pure, divine force. 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 force or radiant damage to the target (your choice). When you reach 14th level, the extra damage increases to 2d8.

Amidst All

At 17th level, your connection to movement allows you to manipulate the world with greater ease. You can use your Unseen Art feature’s telekinetic force to interact with objects within 30 feet of you. Treat melee weapons you wield using this force as though they had a reach of 30 feet, and treat the distance you can attempt to shove creatures as though you had a reach of 30 feet. When you successfully shove a creature and choose to push it, you can push it up to 15 feet in a direction of your choosing.

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