Base Class: Cleric
Have you ever wanted to give in to your deepest darkest desires, no matter how self-destructive or damaging they might be? No? Too bad. Vice clerics don't care what you want. They don't care about your stupid "morals" or "common sense". They just want to make you destroy yourself. Or they want to manipulate you to serve their own ends. Or they're bored and you were unlucky enough to be walking by. Whatever the reason, vice clerics are masters of getting people to do things they secretly want to do. And also things they don't.
Vice Domain Spells
Cleric Level Spells
1st Charm Person, Command
3rd Detect Thoughts, Suggestion
5th Bestow Curse, Remove Curse
7th Compulsion, Freedom of Movement
9th Dream, Modify Memory
Bonus Proficiencies
You are very good at convincing people of things, whether by lying or making decent points. You are also good at telling when people are trying to convince you of something. At 1st level, you gain proficiency in the Deception, Persuasion and Insight skills.
Channel Divinity: Divine Persuasion
At 2nd level, you gain to ability to use Channel Divinity to become extremely convincing. You gain advantage on all Charisma checks for 10 minutes. In addition, any creature making an Insight check against you has disadvantage.
Unearthly Shrewdness
Starting at 6th level, your practice controlling others gives you the ability to see when someone is trying to control you. You are immune to being charmed.
Painful Coercion
Starting at 8th level, you are so convincing it hurts. When you cast an enchantment spell that requires a saving throw, on a failed save you may cause the spell to deal psychic damage equal to your cleric level as a bonus action.
Once you use this feature, you cannot use it again until you complete a long rest.
Mob Mentality
At 17th level, you are great at convincing large amounts of people to do what you want. Once per long rest, you may cast Mass Suggestion without expending a spell slot or material components.
Previous Versions
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