Base Class: Cleric
Clerics that follow the Chastity Domain move with smooth, supple elegance, yet their bodies often feel like cold metal to touch. Their divine domain wraps their magic with ribbon-like bands capable of both healing and lethal damage. While a these clerics' magic is potent enough to induce extreme pain and complete neural suppression, it is said that they refrain, out of principle, from deploying it against other sentient creatures. Instead, they use a diluted, inert versions of these ribbons that halts decay, neutralizes toxins, and suppresses blood loss affecting wounded allies.
Level 3: Lock & Key
You have studied the ways of suppression and discipline, granting you the ability to draw power from the limitation of others.
Whenever you cast a spell on your turn that requires a target to make a saving throw and it fails, both you and the target must each choose one of the following effects.
- The target's speed is halved until the end of the caster's next turn.
- The target's damage is halved until the end of the caster's next turn.
- The target's AC is reduced by a number equal to the caster's proficiency bonus until the end of its next turn.
- The target automatically fails attack rolls made against the caster until the end of its next turn.
- The target is Poisoned until the end of its next turn.
You may use this feature a number of times per Long Rest equal to twice your proficiency bonus.
Level 3: Chastity Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Chastity Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Arcane Lock, Earthbind, Entangle, Hex |
| 5 | Glyph of Warding, Slow |
| 7 | Confusion, Otiluke's Resilient Sphere |
| 9 | Antilife Shell, Hold Monster |
Level 3: Channel Divinity: Iron Tithe
As a Magic action, you may channel the power of confinement to either lock the hearts of your allies or punish the efforts of your enemies. As an action, choose a creature within 30 feet of you. Your target and each creature within 15 feet of it must make a Charisma saving throw (or choose to fail). Targets that are Charmed or Incapacitated automatically fail, and a Poisoned target has Disadvantage on the save. A target who succeeds is only affected until the end of your next turn, but a target who fails is affected for a minute.
Success or failure, you may choose to either Lock or Punish each target. Different choices may be made on different affected targets.
Lock. The target's Hit Point maximum cannot be reduced for the duration, and resets it if it was reduced. The target has Disadvantage on attacks made against you and all other targets with Lock.
Punish. All Bludgeoning, Piercing, and Slashing damage the target deals is halved for the duration, and the target takes damage equal to the same number it dealt. The type of damage it takes is the same as the damage type it dealt.
Level 6: Sacred Barrier
As an action, choose a creature within 30 feet of you. Your target gains Temporary Hit Points equal to your Cleric level until the end of your next turn. While your target has these Temporary Hit Points, they have Advantage on saving throws caused by spells you cast, and takes no damage upon successful saves from such spells.
If your target loses all of these Temporary Hit Points as the result of damage from a spell or attack, the attacker is subject to your Lock & Key feature unless you are the attacker. The damage must leave your target with no remaining Temporary Hit Points for Lock & Key to affect the attacker.
You may use this feature a number of times per Long Rest equal to your proficiency bonus.
Level 17: Ribbon Lash
Once per Short Rest, you may use a bonus action to teleport any number of creatures within 30 feet of you to an unoccupied space on the ground within the same radius. If a target is unwilling, it may make a Charisma saving throw to avoid this. The teleportation does not provoke reactions, and your targets appear in their new spaces completely unharmed. Once your targets reappear, each target is subject to one effect you choose:
- The target's speed becomes 0 and cannot increase until the end of your next turn.
- The target becomes Petrified until the end of your next turn.
- The target has Vulnerability to one damage type of your choice for a minute.
- The target has Resistance to one damage type of your choice for a minute.
- The target regains a number of Hit Points equal to twice your Cleric level.
- The target ignores all incoming damage until the end of its next turn, but it also becomes Incapacitated until the start of your next turn.
In addition, when you give a creature Temporary Hit Points with your Improved Blessed Strike, you may expend a charge of your Sacred Barrier feature to apply the same effect on your target.
Previous Versions
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2/4/2026 7:21:46 PM
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1.0
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Coming Soon
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