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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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