Base Class: Cleric
As a Domination Domain Cleric, you use the power of your God to control the battlefield with Buffs and Debuffs instead of raw power
Level 3: Domination Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Domination Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Command, Charm Person, Earth Tremor, Shield of Faith |
| 5 | Erupting Earth, Fear |
| 7 | Fire Shield, [Tooltip Not Found] |
| 9 | Immolation, Dominate Person |
Level 3: Divine Authority
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to gain telepathic powers over your Opponent. A creature of your choice in a 20ft area must make a Wisdom saving throw, taking Psychic damage equal to 1d6 on a failed save and forcefully move them up to 20ft to an area of your choosing or half as much damage on a successful one and unable to move the target.
Damage increases by 1d6 when reaching Lvl 5 (2d6), Lvl 10 (3d6), Lvl 15 (4d6), and Lvl 20 (5d6)
Rally of the Mighty
Channeling your Domain through your Words, You can unleash a Divine Rally to inspire your Allies to charge into battle or Demoralize your Enemies for a crushing defeat.
As a Bonus Action, You can shout one of these rallies and gain a 10ft Aura radiating its effects for 2 rounds:
Rally of Inspiration: Allies within your Aura gain Temporary Hip Points equal to double your Cleric Level and get your Wisdom Modifier added to their Saving Throws.
Tantalizing Rally: Enemies within your Aura lose a total to their Attack Rolls and Damage rolls equal to your Proficient Modifier
You gain uses of this ability equal to your Proficient bonus modifier and regain all on Long Rest
Order of God
Gaining Knowledge of the Battlefield tactics you can order your Meatshields Allies to be able to retreat or finish the job.
On Reaction when an ally is hit within 20ft of you, you can choose one of these options:
Order of Sanctuary: Heal your ally 2d10 and allow them to move 20ft in any direction without provoking opportunity attacks
Order of Conquest: Give you allies who just got attacked with the ability to retaliate with an Attack Action or a Spell they have in their Spell List
You have uses of this ability equal to your Wisdom Mod
Comments