Cleric subclass
The gods of the Tyranny domain embody the raw exercise of power and dominion over others, attracting followers from all who seek to rule absolutely. Their influence extends across many forms of control, from crowned monarchs and military conquerors to criminal kingpins and ruthless merchants who monopolize vital resources. Clerics who serve these deities are agents of domination and control, using their divine powers to strengthen those who would rule, expand their influence, and systematically crush any who dare to resist their authority, whether through subtle manipulation or overwhelming force.
Cleric Spell |
Spells |
1st | charm person, command |
3rd | hold person, suggestion |
5th | bestow curse, fear |
7th | banishment, compulsion |
9th | dominate person, hold monster |
At 1st level, you gain proficiency with martial weapons and heavy armor.
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Charisma (Intimidation) checks. The blessing lasts for 1 hour or until you use this feature again.
Beginning at 2nd level, you can use your Channel Divinity to impose your will on other creatures.
As an action, you present your holy symbol and channel divine authority at one creature you can see within 60 feet of you. Constructs are immune to this effect. The target creature must make a Wisdom saving throw. On a success, the creature becomes immune to this effect until you finish a long rest. On a failure, the creature becomes compelled until the start of your next turn. While compelled, when the creature takes its next turn, you can tell it what to do on its turn, deciding how it moves and uses an action. If the creature refuses, it takes psychic damage equal to 1d6 + half your level.
Starting at 6th level, you can use your Channel Divinity to fill an enemy attacking you with dread.
As a reaction, when a creature you can see attacks you, it has disadvantage on its attack roll. If the attack misses, the creature becomes frightened until the end of its next turn. Creatures that cannot be frightened are immune to this effect.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target of the same type normally dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you can use a bonus action to cast the command spell. You must still expend a slot as normal.
In addition, creatures have disadvantage on saving throws against enchantment spells you cast.
The Book of the Righteous. Green Ronin Publishing, 2017.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA