Force Domain (5e Subclass)
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Force Domain[edit]
Cleric Subclass
Clerics devoted to the force domain worship the power of energy and mind over body, through the raw control of the weave through the use of their minds. These clerics are masters in using pure magic to strike their enemies, using telekinesis and manipulating the force to create protective fields around themselves.
Gods who favor this domain include gods of magic, such as Boccob; or Telekinesis, such as Altren.
- Domain Spells
The following spells are always prepared for you, and don't count against your maximum number of known spells.
Spell Level | Spells |
---|---|
1st | magic missiles, shield |
3rd | levitate, spiritual weapon |
5th | fly, slow |
7th | control water, otiluke’s resilient sphere |
9th | telekinesis, wall of force |
- Invisible Field
At 1st level, you can feel and manipulate the invisible field of force that surrounds all creatures, including you. This allow you to constantly hover a few centimeters above the ground, effectively ignoring harmful effects on the ground (such as difficult terrain).
In addition, while not wearing armor, your AC equals your Spell save DC. You can use a shield and still gain this benefit.
- Third Hand
Starting at 1st level, you learn the mage hand spell. This spell is considered a cleric spell for you, and you can control the hand as a bonus action in each turn. When you cast mage hand, you can do so spending spell slots, which give you the ability to carry objects of 20 lbs per level of the spell slot spent for the duration.
Channel Divinity: Telekinetic Barrier
At 2nd level, as an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends, up to a maximum duration of 10 minutes. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Channel Divinity: Grasp
At 6th level, you attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your spell save DC.
- Force Push
When you reach the 8th level, as an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 2d8 force damage and is pushed up to 10 feet in a straight line away from you.
At 14th level, the damage of the push increases to 3d8 and the pushed distance to 20 feet.
- Force Self
When you reach the 17th level, you can become one with the force. As a bonus action, you can magically transform your body into pure force energy. This transformation lasts for 10 minutes or until you use a bonus action to assume your normal form back, become incapacitated or die.
While in this form, you gain the following benefits:
- You don't need to spend verbal, somatic or material components to cast any of your domain spells.
- You gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, and immunity to force damage.
- You have a flying speed equal to your walking speed and can hover.
- You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
You can transform using this feature once, and you regain the ability to do so after completing a short or a long rest.
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