Base Class: Cleric
Clerics of the Conviction Domain believe that divine truth is meant to be shared, not confined to temples and sacred halls. They carry their deity's teachings into the wider world, establishing communities of faith, offering healing and guidance, and inspiring others to embrace their beliefs.
Some lead through compassion, reason, and acts of service, while others demonstrate their deity's authority through displays of divine power. A Conviction cleric might be a humble preacher tending to the sick, a wandering prophet gathering followers, or a zealous inquisitor determined to bring entire kingdoms under the authority of their faith.
Whatever their methods, these clerics draw strength from the certainty of their beliefs. Their conviction empowers them to inspire the faithful, sway the doubtful, and impose their deity's will through words, deeds, and miracles
Divine Mandate
Your divine calling grants you an exceptional ability to inspire and influence others. Whenever you make a Charisma (Performance) check, you can add your Wisdom modifier to the roll.
Awe the Masses
You can channel your deity's divine power to overwhelm those who witness it.
As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Choose up to half your Cleric level (rounded down) in creatures within 60 feet of yourself that can see your Holy Symbol. Each target must make a Wisdom saving throw against your spell save DC.
On a failed save, a creature suffers one of the following effects of your choice:
Blinded and Deafened. The creature has both conditions.
Charmed. The creature is Charmed by you.
Frightened. The creature is Frightened of you.
Poisoned. The creature has the Poisoned condition.
Grappled. The creature is Grappled by spectral bindings, with an escape DC equal to your spell save DC. Escaping the grapple ends this effect on the creature.
The effects manifest in a form appropriate to your deity, such as blinding radiance, an overwhelming divine presence, or spectral restraints.
An effect lasts for a number of rounds equal to your Proficiency Bonus. At the end of each of its turns, an affected creature repeats the saving throw, ending the effect on itself on a success.
A creature that succeeds on a saving throw against this feature is immune to Awe the Masses for 24 hours.
The Book
Your devotion grants you a sacred tome known as The Book, containing the teachings, rites, and rituals of your deity or religion. You receive one Common-rarity copy of The Book, which requires attunement as normal.
Spread the Faith. Once per quest, you can bestow one Common-rarity copy of The Book upon an NPC without paying its usual cost. This copy possesses all the properties of a Common-rarity Book, regardless of the rarity of your personal Book, and must be dedicated to your deity or religion.
Conviction Domain Spells
Your unwavering faith grants you magic to inspire others, influence their beliefs, and demonstrate your deity's power.
When you reach a Cleric level specified in the Conviction Domain Spells table, you always have the listed spells prepared. These spells count as Cleric spells for you and don't count against the number of spells you can prepare.
You also learn the Friends cantrip, which counts as a Cleric cantrip for you and doesn't count against the number of Cleric cantrips you know.
Cleric Level
Prepared Spells
3: Gift of Gab, Speechmaster's Rune, Suggestion, Detect Thoughts
5: Intellect Fortress, Inflict Doubt
7: Zone of Amicability, Pacify Monster
9: Yolande's Regal Presence, Hold Monster
Divine Mandate (6th-Level Improvement)
At Cleric level 6, choose either Persuasion or Intimidation. You can also add your Wisdom modifier to Charisma checks using the chosen skill.
Choose 1 of Persuasion or Intimidation
At Cleric level 6, choose either Persuasion or Intimidation. You can also add your Wisdom modifier to Charisma checks using the chosen skill.
Intimidation
You can add your Wisdom modifier to Charisma (Intimidation) checks.
Persuasion
You can add your Wisdom modifier to Charisma (Persuasion) checks.
Affect the Masses
Your divine influence allows you to extend the reach of your magic or overwhelm an individual with its power.
When you cast a cleric spell using a spell slot, you can expend one use of this feature to enhance the spell in one of the following ways:
Reach the Masses. If the spell can target additional creatures when cast using a higher-level spell slot, double the number of creatures it can target, including any additional targets granted by the spell slot used.
Overwhelming Influence. If the spell targets only one creature and requires that creature to make a saving throw, the target has Disadvantage on its initial saving throw against the spell.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Sacred Attunement
Your devotion allows you to channel additional divine power through The Book.
While attuned to The Book, you can use its Words of Inspiration property once more again after expending its free use by spending a spell slot of a level equal to or greater than the book's bonus to spell attack rolls and spell save DC + 1 (minimum 1st level).
Conviction Domain Progression
This compatibility entry grants no additional mechanical benefit.
Divine Mandate (17th-Level Improvement)
At Cleric level 17, you gain Advantage on Wisdom (Insight) and Wisdom (Perception) checks.
Living Word
As a Bonus Action while holding The Book, you awaken an incorporeal, spiritual duplicate of it for 1 minute, requiring no Concentration. The duplicate floats beside you, moves with you, and recites your deity's teachings while the physical book remains in your hands.
Spread the Word. At the end of each of your turns while the book is awakened, you can attempt to spread one ongoing effect of your Awe the Masses or an eligible spell you cast to one additional creature, without expending an action, spell slot, or Channel Divinity.
To spread the effect, make a Charisma (Performance) check if the effect is beneficial to the target, or a Charisma (Persuasion or Intimidation) check if the effect is harmful in an attempt to influence the creatures. The DC equals 15 + twice the spell's base level. Awe the Masses counts as a 2nd-level spell for this check.
On a successful check, the effect spreads to the new target, which makes the original effect's initial saving throw against its original save DC, if required. On a failed check, the effect doesn't spread.
An eligible spell must have a base level of 1–5, have a duration other than Instantaneous, target creatures, and have a range other than Self. Spells that create an area of effect are ineligible. Spells cast using higher-level spell slots remain eligible.
Each new target must be within 30 feet of a creature currently affected by the original effect. You must be able to see both creatures, and the new target must meet the original targeting requirements, except restrictions for Touch spells and limits on the number of targets. A creature can't be targeted more than once by the same casting or use of Awe the Masses.
Any choices made for the original effect carry over, and the spell retains the level at which it was cast. Spreading an effect doesn't repeat damage or healing that occurs only when the spell first takes effect.
New targets share the original effect's remaining duration and Concentration requirements, follow its normal ending conditions, and can spread the effect further on subsequent turns.
Empowered Proclamation. When you succeed on the check to Spread the Word, you can expend one use of Affect the Masses to spread the effect to a second eligible creature without another skill check, or impose Disadvantage on the first target's initial saving throw. Each new target makes any required saving throw separately.
The awakening ends early if you have the Incapacitated condition or dismiss it (no action required). Effects already spread continue normally.
Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend an 8th-level or higher spell slot to regain one use (no action required).
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