Cleric
Base Class: Cleric

Deities of duty teach that accepting and excelling in the place chosen for you is nobler than disturbing the order or choosing your own path. They preach submission to authority, whether kingdom, church, or family; vigilance and relentless adherence to your obligations; and going above and beyond in carrying out your responsibilities.

vs. the Order domain

There's a certain amount of overlap, but the distinction ultimately hinges on the point that Order is about authority, where Duty is about tradition. Order usually recognizes a class (often its own clerics, but not always) which can make or amend laws, while Duty ties those who recognize it to the forms and expectations of what has gone before them. While most Duty clerics prescribe obedience, someone who is the inheritor of a legacy of rebellion and championing the folk might be encouraged by a Duty cleric to follow in their antecedents' footsteps.

Steadfast Resolve

Starting when you select this domain at 1st level, you apply double your proficiency bonus on all saving throws that you make to resist becoming charmed, exhausted or frightened, even saves you are not normally proficient in.
Whenever any creature you are aware of makes a saving throw against an effect that would charm, exhaust or frighten them, you can use your reaction to grant them advantage on that saving throw. You can affect only one target with any given reaction.

Channel Divinity: Rebuke of Shame

Starting at 2nd level, you can use your Channel Divinity to humiliate and scorn a number of targets equal to your Charisma modifier (minimum 1), provided they are within 30 feet of you and share a common language with you. Affected creatures must make a Wisdom save; failure means they lose inspiration if they have it and are stunned for one round. A target has advantage on saves against this ability if it was attacked or took any damage since its last turn. Each round, you can concentrate and use a bonus action to sustain this effect, forcing each target still affected by it to make another save. Any target that succeeds on its save is no longer affected. You can sustain this effect for a maximum number of rounds equal to your proficiency bonus.

Hound the Guilty

Starting at 6th level, when an ally ends its turn within 60 feet of you and is not adjacent to any enemy, you can allow it to immediately move up to 10 feet toward any creature you can see.

Potent Spellcasting

 Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Inescapable Obligation

Starting at 17th level, you can use an action to target a number of creatures within 60 feet, up to 1 + your Wisdom modifier (minimum 1).  Up to 1 target that has been dead for one minute or less returns to life with 1 hit point. Each target that has 0 hit points immediately stabilizes and regains 1 hit point. Each target may immediately stand up and spend hit dice as if it had just completed a short rest. Each target is no longer charmed, frightened, incapacitated, petrified, stunned or unconscious, and ignores the effects of exhaustion until it is no longer in combat.
When you use this feature, you can’t use it again until you complete a long rest.

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