Cleric
Base Class: Cleric

The Diving Right of Monarchy is an outdated ideal in many parts of the world, but that doesn’t stop more traditional societies from elevating one family above all others in royalty. Gods of law and authority, such as Bahamut and Odin, are excellent candidates for this domain, whose clerics often serve as religious advisors to royal courts and emissaries of pure divine will.

Domain Spells

Your Domains Spells are as follows:

1st Level: Command, Divine Favour
3rd Level: Crown of Madness, Suggestion
5th Level: Beacon of Hope, Phantom Steed
7th Level: Banishment, Dominate Person
9th Level: Dominate Person, Geas

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armour and martial weapons.

Royal Authority

From 1st level, you can weave the commands of divinity into your words. Whenever you fail a Charisma (Persuasion or Intimidation) check, you can roll 1d8 and add it to the result, potentially changing the outcome.

You may use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses when you complete a long rest.

Channel Divinity: Bestow Knighthood

Starting at 2nd level, you can use your Channel Divinity to temporarily transform your allies into vessels of divine will. As an action, you bestow a knighthood upon a friendly creature that can see or hear you within 30 feet of you. For one minute, or until you use this Channel Divinity option again, the creature gains the following benefits:

  • It may add your Wisdom modifier to its weapon damage rolls
  • It has advantage on Strength checks and saving throws
  • When you are targeted with an attack roll, it may use its reaction to make itself the target of the attack instead if it is within 5 feet of you

Channel Divinity: Royal Retinue

From 6th level, you gain a new option for your Channel Divinity. As an action, you magically conjure a humanoid creature in an unoccupied space within 5 feet of you, which can be any humanoid of a challenge rating equal to your cleric level divided by 6 (rounded down) or lower. It is friendly to you and your companions, and it will follow your commands until death; it acts on your initiative, directly after you take your turn.

The creature remains for up to 1 hour, until you lose concentration (as though concentrating on a spell) or until it is reduced to 0 hit points, whereupon it vanishes.

Divine Strike

Beginning at 8th level, you gain the ability to infuse your weapon strikes with authoritative power. 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, this damage increases to 2d8.

Crown's Guard

At 17th level, when you Bestow Knighthood, you may choose a number of creatures equal to your Wisdom modifier to gain the benefits of the Channel Divinity, instead of just one.

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