Cleric
Base Class: Cleric

Tyranny Domain

The tyranny domain is defined by, rather than blindly enforcing the laws, enforcing the law with you and your deity at the top. Tyrants are the most efficient rulers, and your god helps you to achieve such an autocratic position with gifts of awesome power. The sorts of deities that would fit into this domain would be Asmodeus, Bane, Ilsensine, Sekolah, Sess'innek, and Tiamat. 

 

Additional Spell List

Cleric Level   |      Spell

1st Level - Command, Bane

3rd Level - Hold Person, Detect Thoughts

5th Level - Counterspell, Fear

7th Level - Banishment, Dominate Beast

9th Level - Dominate Person, Hold Monster

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in martial weapons and intimidation, and your proficiency bonus to intimidation checks is doubled.

Tyrant's Strike

Starting at 1st Level, you may choose to apply your charisma bonus to melee weapon attack and damage rolls rather than strength or dexterity.

Channel Divinity: Exert Tyranny

Starting at 2nd level, you can use your Channel Divinity to strike fear into the hearts of your foes. As an action, make an intimidation check. The DM determines the appropriate DC. On a success, up to 5 creatures you can see become frightened for the next 5 minutes. Attacks on those affected deal an additional 1d6 of Necrotic damage. This increases to 2d6 at 6th level, 3d6 at 12th level, and 4d6 at 18th level.

Hellish Ferocity

At 6th level, you become an expert on infusing your attacks with the power of your deity. You may dig deeper with your strikes, adding your wisdom modifier to a single source of spell or weapon damage you deal. Once you use this feature twice, you cannot use it again until you finish a short or long rest.

Impending Doom

At 8th level, when you make an attack against a creature, you may expend a bonus action to strike fear into their heart. Make an intimidation check. The DM will determine the DC. On a success, until your next turn, the target has disadvantage on attack rolls, and attacks against that target have advantage.

Tyrant's Mastery

At 17th level, when you use your channel divinity, you may choose to make up to 3 of the targets make a charisma save. The DC is equal to 10 + proficiency + your wisdom modifier, minus the creature's CR. On a fail, they are vaporized by your deity's might. Once you use this ability, you may not use it again until you finish a long rest.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in martial weapons and intimidation, and your proficiency bonus to intimidation checks is doubled.

Tyrant's Strike

Starting at 1st Level, you may choose to apply your charisma bonus to melee weapon attack and damage rolls rather than strength or dexterity.

Channel Divinity: Exert Tyranny

Starting at 2nd level, you can use your Channel Divinity to strike fear into the hearts of your foes. As an action, make an intimidation check. The DM determines the appropriate DC. On a success, up to 5 creatures you can see become frightened for the next 5 minutes. Attacks on those affected deal an additional 1d6 of Necrotic damage. This increases to 2d6 at 6th level, 3d6 at 12th level, and 4d6 at 18th level.

Hellish Ferocity

At 6th level, you become an expert on infusing your attacks with the power of your deity. You may dig deeper with your strikes, adding your wisdom modifier to a single source of spell or weapon damage you deal. Once you use this feature twice, you cannot use it again until you finish a short or long rest.

Impending Doom

Starting at 8th level, when you make an attack against a creature, you may expend a bonus action to strike fear into their heart. Make an intimidation check. The DM will determine the DC. On a success, until your next turn, the target has disadvantage on attack rolls, and attacks against that target have advantage.

Tyrant's Mastery

At 17th level, when you use your channel divinity, you may choose to make up to 3 of the targets make a charisma save. The DC is equal to 10 + proficiency + your wisdom modifier, minus the creature's CR. On a fail, they are vaporized by your deity's might. Once you use this ability, you may not use it again until you finish a long rest.

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