Base Class: Cleric
The Ambition Domain focuses on the struggle to survive that is inherent in the divine design of the universe. All life is locked in a cycle of competition, a perpetual story of predators and prey. Gods whose portfolios include the Ambition Domain encourage their followers to be the predators. Clerics of these gods teach that life has a natural hierarchy, and striving to climb this hierarchy - and gaining power, fame, and fortune in the process - is the godliest thing mortals can do.
Ambition Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, disguise self |
| 3rd | mirror image, ray of enfeeblement |
| 5th | bestow curse, vampiric touch |
| 7th | death ward, dimension door |
| 9th | dominate person, modify memory |
Bonus Proficiency
When you choose this domain at 1st level, you become proficient in Charisma (Intimidation) if you aren't already.
Intimidate the Meek
Also at 1st level, you . can exert divine energy to intimidate an attacking enemy.
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll by filling the attacker with uncertainty. An attack that can't be charmed is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest
Channel Divinity: Air of Authority
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Charisma saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Channel Divinity: Dictate Action
Starting at 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to decide the target of that attack, using your Channel Divinity. You make this decision after you see the roll, but before the DM says whether the attack hits or misses. The new target must be in range of the attacker. If there is no other valid target for the attack in range, the attacking creature instead does nothing and loses its action.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master Manipulator
Starting at 17th level, when you use your Air of Authority feature and a creature fails its saving throw, the effect lasts for one minute. You can also place all affected creatures under the effect of a Suggestion (as per the 2nd level spell, no additional action required) for the same duration. This effect does not require your concentration.







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