Strength Domain

Heracles wrestling the Nemean lion representing the Strength Domain

The Strength Domain treats physical might, endurance and feats of force as sacred gifts. Pathfinder 1e and D&D 3.5e use the same domain spell list but give the cleric very different ways to call on divine strength.

At a Glance

Divine SphereStrength, physical might, endurance, wrestling, labour and heroic exertion
Typical RoleMartial support cleric, strength-check specialist and self-enhancing battle priest
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D Status2024 and 2014 Strength Domain adaptations: complete original campaign conversions, subject to GM approval; not official published same-named subclasses.
Typical PatronsDeities whose established portfolios genuinely centre on might, heroic labour, physical contests or exceptional bodily power

Edition Applicability

Four playable editions are provided in the order D&D 2024, D&D 2014, Pathfinder 1e, and D&D 3.5e. The two modern Strength subclasses are original SpiralWorlds conversions requiring GM approval, not official same-named Player’s Handbook subclasses. The Pathfinder and 3.5e panels retain their distinct published domain powers and spell-slot rules; do not mix their features into fifth edition.

Strength Domain — D&D 5.5e / 2024

Rules status: original SpiralWorlds 2024 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this subclass at Cleric level 3; the normal Divine Order, Blessed Strikes, Channel Divinity uses and spellcasting rules remain those of the 2024 Cleric.

2024 Strength Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
3Heroism, Shield of Faith, Enhance Ability, Magic Weapon
5Haste, Protection from Energy
7Freedom of Movement, Stoneskin
9Greater Restoration, Skill Empowerment

Level 3 — Athlete of the Gods

You gain proficiency in Athletics; if already proficient, gain Acrobatics instead. Once per turn, when you make a Strength (Athletics) check, you may add your Wisdom modifier (minimum +1) to the result. You do not add it more than once to the same roll.

Level 3 — Channel Divinity: Bear the Burden

As a Magic action, expend Channel Divinity and choose yourself or one willing creature you can see within 30 feet. The target gains Temporary Hit Points equal to 1d8 plus your Cleric level and has Advantage on Strength checks and Strength saving throws for 1 minute. This ends early if you use this feature again; it doesn’t grant additional attacks or carrying-capacity multipliers.

Level 6 — Shelter of the Strong

When you or an ally you can see within 30 feet fails a Strength saving throw or Strength (Athletics) check, use your Reaction to add 1d8 to that roll, potentially turning it into a success. You can do this a number of times equal to your Wisdom modifier (minimum once) per Long Rest.

Level 17 — Colossus of the Faithful

As a Bonus Action, you become Large if there is room for you to grow, and gain Advantage on Strength saving throws and checks for 1 minute. Once on each of your turns while enlarged, a melee weapon hit deals an extra 1d8 Radiant damage. Your reach does not increase, you don’t gain extra attacks, and equipment grows with you. If you cannot grow, you gain the other benefits without changing size. Once used, regain it after a Long Rest.

Strength Domain — D&D 5e / 2014

Rules status: original SpiralWorlds 2014 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this domain at Cleric level 1; use the 2014 Cleric class progression, including its Channel Divinity uses and level-8 domain feature.

2014 Strength Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
1Heroism, Shield of Faith
3Enhance Ability, Magic Weapon
5Haste, Protection from Energy
7Freedom of Movement, Stoneskin
9Greater Restoration, Skill Empowerment

Level 1 — Trial of Strength

Gain proficiency in Athletics; if already proficient, gain Acrobatics instead. You may add your Wisdom modifier (minimum +1) to one Strength (Athletics) check on each of your turns.

Level 2 — Channel Divinity: Bear the Burden

As an action, present your holy symbol and choose yourself or one willing creature within 30 feet you can see. The target gains Temporary Hit Points equal to 1d8 plus your Cleric level and advantage on Strength checks and saving throws for 1 minute. A new use ends the earlier blessing.

Level 6 — Shelter of the Strong

When you or an ally you can see within 30 feet fails a Strength saving throw or Athletics check, use your reaction to add 1d8 to the roll. Uses per long rest equal your Wisdom modifier (minimum once).

Level 8 — Divine Strike

Once on each of your turns when you hit a creature with a weapon attack, you deal an additional 1d8 radiant damage, increasing to 2d8 at Cleric level 14.

Level 17 — Colossus of the Faithful

As an action, become Large if space permits, gaining advantage on Strength saving throws and checks for 1 minute. Once per turn, one melee weapon hit deals extra 1d8 radiant damage. Equipment grows with you but your reach doesn’t increase and you gain no extra attacks. If unable to grow, gain the other effects. Recharge after a long rest.

Strength Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Strength Surge

As a standard action, touch a creature and grant it an enhancement bonus equal to half your Cleric level, minimum +1, for 1 round. The bonus applies to melee attack rolls, combat manoeuvre checks that rely on Strength, and Strength-based skills and ability checks. Uses per day equal 3 + your Wisdom modifier.

Might of the Gods

At 8th level, you can add your Cleric level as an enhancement bonus to your Strength score for a total number of rounds per day equal to your Cleric level. This bonus applies only to Strength checks and Strength-based skill checks, and the rounds need not be consecutive.

Pathfinder 1e Strength Domain Spells

1stEnlarge Person
2ndBull’s Strength
3rdMagic Vestment
4thSpell Immunity
5thRighteous Might
6thStoneskin
7thGrasping Hand
8thClenched Fist
9thCrushing Hand

Strength Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power: Feat of Strength

Once per day, as a free action, gain an enhancement bonus to Strength equal to your Cleric level for 1 round.

D&D 3.5e Strength Domain Spells

1stEnlarge Person
2ndBull’s Strength
3rdMagic Vestment
4thSpell Immunity
5thRighteous Might
6thStoneskin
7thGrasping Hand
8thClenched Fist
9thCrushing Hand

How the Strength Domain Plays

Pathfinder divides the theme between helping others and achieving exceptional physical feats yourself. Strength Surge can improve an ally’s melee attack or manoeuvre at a critical moment, while Might of the Gods is strongest for lifting, breaking, climbing and other Strength-based challenges. D&D 3.5e instead offers one dramatic daily burst of raw Strength.

Who Grants the Strength Domain?

This domain belongs to deities of heroic might, labour, wrestling, physical contests, giants, mountains or exceptional bodily power where that theme is actually established in the deity’s portfolio. It should not automatically be assigned to every war god simply because warriors value Strength.

Priests, Temples and Rites

Strength clergy may oversee athletic contests, wrestling grounds, initiation ordeals, heavy communal labour or rites in which worshippers prove endurance rather than recite doctrine. Sacred acts can include lifting stones, carrying burdens, breaking symbolic restraints and public feats performed on behalf of the community.

What Are Strength Priests Doing Now?

Strength priests are training champions, supervising dangerous construction, settling contests of honour, recovering legendary weights or weapons and investigating creatures whose supernatural might threatens to overturn the local balance of power.

Related Domains and Character Options

Rules Sources and Licensing

  • D&D 2024 and 2014: the Strength subclasses in the first two panels are original, GM-approved campaign conversions, not published same-named WotC subclasses; the corresponding edition’s Cleric spellcasting and baseline rules still apply.
  • Pathfinder 1e: Strength Surge, Might of the Gods and the spell list follow the Pathfinder Core Rulebook Strength Domain.
  • D&D 3.5e: Feat of Strength and the spell list follow the 3.5 SRD Strength Domain.
  • Modern D&D: no official same-named Strength Domain is presented as though it exists.

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