Cleric
Base Class: Cleric

Clerics of the Loyalty domain believe in the benefits of honest companionship, forming strong bonds with trustworthy friends to better strengthen the minds and wills of themselves and their allies. Deities associated with loyalty---such as Eldath, Helm, Paladine, Pholtus, Rao, St. Cuthbert, The Path of Light, Torm, Yondalla, and Zivilyn---often want to spread their ideals throughout vast parts of the planes in the hope of ridding the cosmos of lies and untrustworthiness. Clerics of this domain are firm believers in supporting others by becoming servant-leaders, and the betrayal of a companion could produce emotional consequences that often end in justice rather than contentment.

Loyalty Domain Spells

Cleric Level Spells

1st

heroism, shield

3rd

enhance ability, ray of enfeeblement

5th

counterspell, sending

7th

arcane eye, stoneskin

9th

dominate person, wall of force

Bonus Proficiencies

Starting when you choose this domain at 1st level, you gain proficiency with heavy armor and one martial weapon of your choice.

Pledge Loyalty

Also at 1st level, your loyalty is set in stone with your deity, but that doesn't mean you can't be loyal to other creatures. You can use this feature and pledge your loyalty to a willing creature that can hear you that is also within 30 feet of you, which takes 10 minutes. During this time you are honoring the creature and promising to be its humble companion. If this process is interrupted in any major way (for example, you are attacked), then you must restart the process over again. Once the process is completed, you have advantage on Wisdom (Insight) checks against the creature you pledged your loyalty to, and the creature you pledged your loyalty to has advantage on Wisdom (Insight) checks against you.

If a creature you pledged your loyalty to somehow dishonors your loyalty (examples: they attack you, they betray you, they lie to you, etc.), then you and the creature you pledged your loyalty to lose the benefits of Insight advantages above, and you have advantage on attack rolls against that creature forever or until you use this feature and pledge your loyalty to them again. Vice versa, if you go back on your pledge of loyalty to a creature (examples: you attack them, you betray them, you lie to them, etc.), then you and the creature you pledged your loyalty to lose the benefits of Insight advantages above, and the creature you broke your loyalty pledge to has advantage on attack rolls against you forever or until you use this feature and pledge your loyalty to them again.

Channel Divinity: Aura of Loyalty

At 2nd level, you can use your Channel Divinity to influence others around you with the power of loyalty. As an action, you present your holy symbol, and an aura of loyalty emanates from you. You determine whether the aura is invisible or visible and what it looks like if it is visible. The aura is centered on you and has a 30-foot radius. The aura moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the aura, you can grant that creature one or both of the following effects (no action required):

  • You grant it a +2 bonus to its AC.
  • You force it to make a Charisma saving throw (DC equals your spell save DC) to avoid being succumbed by the effect of a zone of truth spell. A creature can willingly fail this saving throw.

All effects on a creature end when the aura is deactivated or if a creature moves out of the aura.

Loyal Protector

At 6th level, your loyalty towards others allows you to protect them arcanely. When a creature within 5 feet of you that you have pledged your loyalty to using your Pledge Loyalty feature is hit by an attack or targeted by the magic missile spell, you can use your reaction to cast shield on them without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier before finishing a long rest to use it again.

Potent Spellcasting

At 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.

Additionally, the range of your Loyal Protector feature increases to 10 feet.

Improved Aura of Loyalty

At 17th level, your Channel Divinity: Aura of Loyalty feature is enhanced. Whenever you use your Channel Divinity: Aura of Loyalty feature, whenever a creature (including you) ends its turn in the aura, you can grant that creature one or both of the following effects (no action required) instead of the feature's previous effects:

  • You grant it a +4 bonus to its AC.
  • You make it be succumbed by the effect if a zone of truth spell immediately without forcing any saving throw.

As usual, all effects on a creature end when the aura is deactivated or if a creature moves out of the aura.

Additionally, the range of your Loyal Protector feature increases to 15 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2022 2:42:51 PM
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