Subclasses

Speed Domain

Cleric subclass

The gods of the Speed domain embody the pure power found in swiftness and agility, granting their clerics mastery over movement in all its forms. These deities bestow upon their followers not just physical speed, but also quickened thought and accelerated action that transcends normal mortal limitations. Their priests combine athletic prowess with divine magic that allows them to enhance both their own mobility and that of others, eventually gaining such mastery over velocity that they can manipulate the very flow of time. Through their command of speed and motion, these clerics demonstrate that true power lies not just in strength, but in the ability to act and react with supernatural quickness.

Speed Domain Spells

Cleric
Spell

Spells
1st expeditious retreat, feather fall
3rd blur, web
5th haste, slow
7th conjure minor elementalsdimension door
9th hold monster, teleportation circle

Celerity in Thought and Action

When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in Acrobatics and Insight.

Channel Divinity: Burst of Speed

Beginning at 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. When you use an action to touch a creature, the target adds 10 feet to its walking speed. It also gains the benefit of a bless spell, but only on attacks and saving throws that rely on Dexterity. This effect lasts for a number of rounds equal to 3 + your Wisdom modifier.

Quickness of the Gods

At 6th level, your speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity modifier by +5 until the end of your current turn. This benefit can be used for all purposes except attack rolls. Once you use this feature, you can't use it again until you finish a long rest.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Time Stop

At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell; you can take three turns in a row when the effect is triggered. You must finish a long rest before using this ability again.

Deep Magic. Kobold Press, 2020.