Cleric
Base Class: Cleric

Some say that knowledge is power they are wrong, the Church is power and you can share that power through devotion. You have learned from the church that everything belongs to the church and by extension you, whether by carrot or stick all will worship you and the Church.

Dogmatic Teachings

At first level when you take this subclass: You gain proficiency in religion and may add your Wisdom modifier when making these checks and always have advantage on these checks.  

Dogmatic Banner

Starting at First Level, You gain a banner you can cast spells through this banner and if someone is holding it they are considered touched by you.

Dogmatic Domain Spells

Cleric Spell Level Spells

1st

Wrathful Smite, Searing Smite

3rd

Thunderous Smite, Blinding Smite

5th

Staggering Smite, Banishing Smite

7th

Crown of Stars, Draconic Transformation

9th

Ravenous Void, Psychic Scream

Dogmatic Ritual

Starting at 2nd level, whenever you see damage dealt by an enemy up to 50 damage(if aoe only the damage on a singular target.) you may, as a reaction, copy then store that damage into your banner until the end of your next turn(This does not negate the damage in anyway) you may not copy legendary action damage or special action damge your dm decides are too much to be copied by you. During your next turn, you may as a reaction, release the damage stored into the banner and add that damage to your next attack, alternatively, you can, as an action, command your ally currently holding the banner to make an attack in your stead, unleashing the stored energy inside the banner with their attack (They only make one weapon attack) this uses both your reaction and action to do so. Both of these features can only be used once per turn. You may use the ability to copy and store damage you see a number of times per long rest equal to your proficiency modifier.

Channel Divinity: Dogmatic Corruption

Starting at 2nd level. You gain Proficiency in either Intimidation or Persuasion. 

You can use your Channel Divinity to spread you Dogmatics:
You may use a Bonus Action to attempt to charm or frighten a creature that is equal in CR or level or lower then your cleric level. They make a charisma saving throw DC equal to 8+Cha+Prof. If a creature is frightened by you may use your action to force them to make a dc 8+Cha+Prof  Charisma Saving Throw to force them to run away as far as they can from you. If they are charmed by you you may use your action to make the enemy make a dc 8+Cha+Prof Charisma Saving throw or you can make them use their attack action or cast a spell they know of your choice against or on a creature of your choice. Once you force a creature to take either action it ends the Frightened or Charmed condition automatically. If they succeed the saving throw, the Frightened or Charmed conditions also end automatically. This effect lasts for 1 hour.

Proficiency

You gain proficiency in either Persuasion or Intimidation

Dogmatic Crusade

Starting at 6th Level: You can inspire your troops from your banner, you can cast smite spells on the wielder of this banner, and they gain on all weapon attacks additional radiant damage equal to half your cleric level rounded up this additional damage lasts for one round and may only be used a number of times equal to your proficiency modifier per short rest.

Dogmatic Fervor

Starting at 8th level, When you heal a target, you may as a free action heal yourself for half the amount healed rounded down you may only use this feature once per turn.

Dogmatic Indocrination

Starting at 17th level, You gain Expertise in either Persuasion or Intimidation if you are proficient in at least one of those skills. You may use an action to use Dogmatic Corruption on living or dead targets in a 10 ft radius sphere, resurrecting any dead in that area under your command. You may change the damage from Dogmatic Ritual to radiant or Necrotic damage your choice. 

Expertise

You may gain Expertise in either Persuasion or Intimidation if you have proficiency in at least one of those skills

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