The following option is a new cleric domain, in addition to those offered in the Player's Handbook.

Strength Domain

Strength alone is nothing. But when utilized, opens limitless possibilities: the strength to crush your enemies, the strength to help others, the strength to overcome any challenge. Regardless of reason, strength is invaluable to have and gods of all forms lay claim to it as one of their aspects. Clerics of such gods vary wildly in their actions, with some seeking out greater and greater challenges to revel in their god's might, while others live quietly among the common folk offering their strong arms in the day to day trials of simple life. Gods of strength - including Atlas, Pelor, Kord, Gruumsh, and Magni - champion the further development of their clerics own strength and condemn when its potential is wasted.







At each indicated cleric level, add the listed spells to your spells prepared.

Strength Domain Spells Cleric Level Spells 1st divine favor, shield of faith 3rd enhance ability, shatter 5th aura of vitality, protection from energy 7th dominate beast, stoneskin 9th circle of power, destructive wave

Bonus Proficiency At 1st level, you gain proficiency with martial weapons and one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

Acolyte of Strength When you choose this domain at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Channel Divinity: Feat of Strength At 2nd level, 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.

Built Like an Ox At 6th level, your devotion to strength grants you special abilities: You have advantage on saving throws against poison, and you have resistance against poison damage.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

If you have 5 or fewer levels of exhaustion you ignore the effects of the highest level.

Divine Might At 8th level, you gain the ability to infuse your body's strikes with divine power. 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.