Cleric
Base Class: Cleric

The dogmatic domain is a domain that revolves around your faith being the one true faith, as such it entails things like starting a cult, being a messenger of god, and of course burning heratics.

Dogmatic Teaching

At third 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.  

You also gain a banner you can cast spells through this banner and if someone is holding it they are considered touched by you and are treated as self for the purposes of casting spells

Dogmatic Spell List

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Divine Smite, Searing Smite, Thunderous Smite, Wrathful Smite
5 Wrathful Smite, Shining Smite
7 Dominate Beast, Staggering Smite
9 Banishing Smite, Dominate Person

 

 

Dogmatic Ritual

Starting at 3rd 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.

Dogmatic Corruption

Starting at 6th level. You gain Proficiency in either Intimidation or Persuasion. 

You may use a Bonus Action to attempt to charm or frighten a creature that is equal in CR/Level or lower then your cleric level. They make a Wisdom saving throw DC equal to 8+Wis+Prof. If a creature is frightened by you may use your action to force them to make a dc 8+Wis+Prof Wisdom 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+Wis+Prof Wisdom 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 ends automatically. This effect lasts for 1 hour.


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. 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 healing once per turn.

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