Base Class: Cleric
Control is the ultimate crusader against chaos. It is the free will of the ordinary that brings about plague, war, and the demise of all civilizations. The gods of control recognize the need for control, for what are sheep without their farmer. The clerics of these gods are sent as emissaries to extend the will of their gods, exactly to the letter without deviation or they would quickly fall out of favor and return to being just another one of the sheep. But if you want something done right, you need to do yourself, so many gods of control send few or no clerics, preferring to organize the chaos themselves.
Domain Spells
1st-level Order Domain feature
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Order Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | command, charm person |
| 3rd | hold person, suggestion |
| 5th | hypnotic pattern, slow |
| 7th | compulsion, dominate beast |
| 9th | geas, dominate person |
Bonus Proficiencies
1st-level Control Domain feature
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
Making Demands
1st-level Control Domain feature
You can strengthen your grip on another creatures mind. If a creature makes a save against your spell attack, you can make them re-roll their save. If your spell targets more than one creature, choose only one to re-roll their save.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Controlling Presence
2nd-level Control Domain feature
You can use your Channel Divinity to exert an intimidating presence over others.
As an action each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Quick Commands
6th-level Control Domain feature
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike
8th-level Control Domain feature
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Puppet Master
17th-level Control Domain feature
Your control over others extends beyond the natural survival instinct. If while casting a spell that imposes your will upon another creature and you give instructions that would cause harm or death to the target, the spell does not immediately end. Instead the target can make a Wisdom saving throw and on a failed save it must complete the command, on a successful save the spell ends.
Previous Versions
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6/22/2026 5:43:44 AM
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Coming Soon
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