Strength Domain
Strength Domain Spells
| Cleric level | Spells |
|---|---|
| 1st | heroism, thunderous smite |
| 3rd | enhance ability, enlarge/reduce |
| 5th | blinding smite, crusader's mantle |
| 7th | staggering smite, stoneskin |
| 9th | bigby's hand, destructive wave |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Skilled Athlete
At 1st level, you also gain proficiency in Athletics. Your proficiency bonus is doubled for any ability check that uses that proficiency.
You can make a running long jump or high jump after moving only 5 feet on foot, rather than 10 feet, and the distance you can cover increases by a number of feet equal to your Strength modifier.
Channel Divinity: Feat of Strength
Starting at 2nd level, you can use your Channel Divinity to perform miraculous feats of strength.
When you make an ability check that uses Strength you can use your Channel Divinity to add a +10 bonus to the roll.
Larger Than Life
At 6th level, you count as one size larger when determining your carrying capacity, the weight you can push, drag or lift, and the size of the creature you can grapple.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can use the attack to deal an extra 1d8 damage if tge same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Epitome of Strength
Starting at the 17th level, you become strength incarnate. Your Strength score increases by 4 and your Strength score maximum becomes 24.

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