Strength Domain
Strength is the third virtue of Amonkhet's society. It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don’t matter. Strength can’t be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see.
Level 3: Strength Domain Spells
Your connection to the divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Strength Domain Spells table, you thereafter always have the listed spells prepared.
Strength Domain Spells
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Divine Favor, Shield of Faith, Enhance Ability, Protection From Poison |
| 5 | Haste, Protection From Energy |
| 7 | Dominate Beast, Stoneskin |
| 9 | Destructive Wave, Insect Plague |
Level 3: Bonus Proficiency
You gain proficiency with heavy armor.
Level 3: Acolyte of Strength
You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.
Level 3: Feat of Strength
You can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
Level 6: Rhonas' Blessing
When a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.
Level 8: Divine Strike
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 cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Level 17: Avatar of Battle
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


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