Kinetic Domain Edit
Manipulation of the forces of the world, both seen and unseen, is the domain of the gods themselves. Few mortals can withstand the press of energies upon their minds, but those who do are granted gifts with which to enforce their ideologies upon the multiverse. Philosophical in motive and rigid in belief, clerics of the kinetic domain are wise sages and powerful warriors alike.
Kinetic Domain Spells
Cleric level Spells
1st catapult, feather fall
3rd hold person, levitate
5th fly, Leomund's tiny hut
7th freedom of movement, Otiluke's resilient sphere
9th telekinesis, wall of force
Bonus Proficiency When you select this domain at 1st level, you gain proficiency in martial weapons.
Grasp of God At 1st level, you learn the mage hand cantrip. You can use a bonus action to control the hand. The hand can carry a number of pounds equal to eight times your cleric level. You cannot carry Small or larger creatures with the hand.
Channel Divinity: Detect Motion At 2nd level, you can use your action and the Channel Divinity feature to detect all motion within a 100-foot radius until the end of your current turn. Creatures and objects that are moving appear in perfect clarity to your mental sight, while immobile living creatures appear as pulsing heartbeats and flowing blood. You cannot detect immobile undead or other creatures that can remain perfectly still, such as mimics or sentient plants.
Forceful Mind At 6th level, your control improves. When you take the Attack action, you can choose to use the mage hand to Shove a creature within 5 feet of it instead of attacking. You make a Wisdom (Insight) check to Shove a creature using the hand. The hand counts as a creature of the same size as your own for the purposes of shoving. The range of mage hand increases to 60 feet and you can move it up to 60 feet using your bonus action.
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with pure force. 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.
Unity of Motion At 17th level, you can Shove a creature with Forceful Mind using a bonus action instead of an Attack action. Also, you gain resistance to force damage and have advantage on saving throws against effects that would move you against your will or knock you prone.