Cleric
Base Class: Cleric

Self Domain clerics are viewed as self-centered fools to the rest of the world. They walk a lonely road, finding out where they fit into the lands. While many give into narcissistic tendencies, not all of them do. Some transcend mundane fixations and study themselves as others would scholar a God. For if Gods are so willing to interact within the lives of mortals, perhaps mortals are worth worshiping themselves. By analyzing and internalizing all actions, Self Domain clerics seek to better the lives and perceptions of self, in those around them.

Blessing of Self Worth

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature  to give it advantage on Charisma (Persuasion) and (Deception) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Steel Oneself

Starting at 2nd level, you can use your Channel Divinity to help remind someone of themself.

As a reaction, you can grant any creature you can see advantage on Wisdom Saving Throws against the Feared and Charmed Conditions for 1 minute.

 

Aura of Projecting Self

Starting at 6th level, you learn to project your self to help your allies advance.

All allies within 30ft of you add your Charisma Modifier to Attack Rolls and Saving Throws.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with your force of personality — a gift from yourself to yourself. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Self

At 17th level, you attain true self worth, as such, you ignore divine and demonic pressures.

You gain immunity to Radiant and Necrotic damage.

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