Force

The domain of Force gathers several major notions related to the workings of the world, such as space and gravity, but also mental and physical strength. Gods associated with this domain may be warlike, violent entities, but also embodiments of creative impetus.

Force Domain Spells
Cleric Level Spells
1st expeditious retreat, jump
3rd barkskin, enhance ability
5th haste, protection from energy
7th freedom of movement, stoneskin
9th greater restoration, hold monster

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Acrobatics and Athletics skills, as well as with martial weapons.

Physical Feats

Also at 1st level, your faith makes you capable of astounding physical feats. You can take a bonus action on your turn to gain one of the following two effects:

Your speed is doubled until the start of your next turn.

You gain a +10 bonus on Strength (Athletics) checks and Dexterity (Acrobatics) checks until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Channel Divinity: Strong as an Ox

At 2nd level, you can call upon your divinity to strike with tremendous force. When you make a successful melee weapon attack against a creature, you can use your reaction to deal extra force damage equal to twice your proficiency bonus. In addition, you can immediately attempt to shove the creature (no action required) with advantage on the corresponding Strength (Athletics) check (see the Combat chapter).

Channel Divinity: Divine Whirlwind

Starting at 6th level, you can draw upon holy might to momentarily turn into an unstoppable juggernaut.

You can use your action to make a number of melee weapon attacks equal to your Wisdom modifier (a minimum of 1). Moreover, until the end of your turn, your movement does not trigger opportunity attacks.

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Brass Body

When you reach 17th level, your inner strength has reached such a degree that you can make your flesh harder than bronze by contracting your muscles.

As a bonus action on your turn, you can clench your muscles to gain a +5 bonus to your AC for a number of rounds equal to your Wisdom modifier (minimum of 1). Until this effect ends, whenever a creature hits you with a melee attack, it must make a Constitution saving throw or be stunned until the start of its next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp