Momentum Domain (5e Subclass)
Momentum Domain[edit]
A momentum cleric by Yevhen Motsak |
Cleric Subclass
Unstoppable forces of nature, these clerics have been aptly compared to walking siege engines. Known for their blows that carry a frighteningly disproportionate amount of force, it is recommended you stay out of their way or be knocked about and out. Special consideration must be noted for their motto "Faith in my steps, I trample all underfoot."
Cleric Level | Spells |
---|---|
1st | feather fall, thunderwave |
3rd | shatter, kinetic jaunt |
5th | haste, thunder step |
7th | dimension door, freedom of movement |
9th | control winds, destructive wave |
- Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
- Shockwave
Starting at 1st level, your voice will not be stopped by something as small as space. Spells and abilities that cause thunder damage have double the range.
In addition, you learn the booming blade and thunderclap cantrips, which don't count against the number of cleric cantrips you know.
Channel Divinity: Applied Force
At 2nd level, you now have the ability to force creatures where you want them when you want them. You stomp the earth centering yourself while presenting your holy symbol as an action. For 1 minute, whenever you hit a creature with an attack, you can impose one of the following effects on the target:
- It must succeed on a Strength saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
- It moves at half speed until the end of its next turn.
At 6th and 17th levels, you may add an additional effect.
- Siege Engine
At 6th level, your blows grow increasingly more destructive in scope. You deal double damage to object and structures.
In addition, you ignore difficult terrain.
- 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 cause the attack to deal an extra 1d8 thunder or force damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
- Grand Chariot
At 17th level, you have become virtually unstoppable. The cart where both divine providence and martial might ride together to deliver miracles. Crush it all and pave the way for a brighter and better path.
- For every 5 feet of your movement you have, add an extra point of damage. You must move at least 10 feet before taking the attack action to gain this benefit.
- You are resistant to thunder damage and immune to the deafened condition.
- You become resistant to non-magical bludgeoning, slashing and piercing damage.
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