Cleric
Base Class: Cleric

A Choice Domain Cleric is all about decisions. They often will give themselves choices, while taking away others. A Choice Cleric will often punish those for making the wrong choice, or a choice that goes against them or their god. Wielding the power of their god, these special clerics can change the outcome of a battle by dwindling the choices others can make, or punishing any other creature that decides to make a choice that would go against the Cleric and their allies. Choice Domain Clerics can be under any god that may deal with balance, choices, or control. 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in Heavy Armor and the Persuasion skill.

Domain Spells

 Level
1st
3rd
5th
7th
9th

Spells
Command, Sanctuary
Blindness/Deafness, Hold Person
Counterspell, Revivify
Polymorph, Death Ward
Geas, Greater Restoration

Decisive Strike

Also starting at 1st level, you can choose to have advantage on an attack roll you make.

You can use this feature an amount of times equal to your Wisdom modifier. You regain all uses of this feature after a long rest.

Channel Divinity: Make Your Choice

Starting at 2nd level, you can use your Channel Divinity as a reaction to punish those who decide to cause you or your allies harm.

If you see a creature within 60ft succeed on an attack roll, you can choose to give its target(s) resistance to the damage. If the target(s) are already resistant to that damage type, then halve the damage they receive (double resistance.) This ability can be used if you're the target as well.

The attacker also takes half the damage they would've dealt originally. The damage type is radiant.

 

Channel Divinity: No Choice

Beginning at 2nd level, you can use your channel divinity as a bonus action to cause all enemies to target you.

Until the end of your next turn, all allies with 15 ft cannot be targeted, and enemies will target you instead.  

During this time, you have resistance to all damage types and conditions. If you're already resistant to that damage type or condition, you instead are immune to it. You also gain temporary hit points equal to five times your cleric level upon activating this channel divinity. (Temporary hitpoints disappear at the end of your next turn.)

You can also use this channel divinity on another willing creature within 15ft, causing them to gain all the effects of this instead of you.

Only One Choice

You don't like when enemies get to pick multiple targets. They should only pick one.

Starting at 6th level, whenever you see an AOE attack being made within 60ft, you can choose to be the only one that takes damage from it (assuming you're within the Area of Effect) or you can choose a willing target to be the only one who takes damage (assuming they're in the Area of Effect). 

You can use the features an amount of times equal to your wisdom modifier. You regain all expended uses after 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Judge and Jury

Starting at 17th level, when you roll to charm a target, the target automatically fails the saving throw if their CR is equal to or below your level. If their CR is above your level, then they roll the saving throw with disadvantage.

In addition to this, you also are immune to being charmed.

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