Base Class: Cleric
They are the hidden manipulators, the quiet benefactors, and the subtle enforcers of divine order through commerce, favor, or political maneuvering.
Unlike paladins or battle-focused clerics, the Gilded Hand works behind the curtain, using charisma, cunning, and social leverage to shape outcomes.
Level 1: Divine Influence
You gain proficiency in Persuasion and Insight, or double proficiency if you already have them.
Additionally, you can spend a Channel Divinity to subtly manipulate social outcomes:
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Veiled Command: As an action, you can force one creature within 30 ft to reroll a d20 on a skill check or saving throw related to social interaction (DM decides), taking the higher result.
Level 2: Channel Divinity: Gilded Favor
You can use your Channel Divinity to grant an ally a boon of luck, confidence, or charisma:
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Choose one creature within 30 ft; for 1 minute, they may add a d4 to any attack, saving throw, or skill check once per turn.
Level 6: Aura of Persuasion
You emit an aura of subtle influence in a 10 ft radius (increasing to 30 ft at 18th level). Allies within gain:
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Advantage on Charisma (Persuasion/Deception/Performance) checks.
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Enemies within the aura must make a Wisdom saving throw to resist being subtly swayed by social or magical effects you cast.
Level 8: Divine Strike
When you hit with a weapon attack (or magical attack), you may deal 1d8 psychic damage, representing the crushing weight of authority or expectation. Increases to 2d8 at 14th level.
Level 17: Master of Influence
You can reshape the desires and motives of those around you. For 1 minute, as a bonus action you may:
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Choose up to 3 creatures you can see within 60 ft. They must make a Wisdom saving throw or be charmed and follow your guidance in subtle ways (no self-harm or forced violence).
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Allies in the area gain advantage on all skill checks and saving throws.
Once used, this ability can’t be used again until a long rest.
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