Base Class: Cleric
Mighty're the gods. The world & its peoples're shaped by their will, & it's their ability to bring the masses to heel that makes them divine. Aspects of oppression're found in every deity that has strict codes of conduct for their followers, but some gods & goddesses openly embrace their desire for absolute control. As a cleric of Oppression, you bring law to a world in desperate need. You force convergence, uniting disparate factions under your banner. You give the orders, others obey.
Veiled Threats
At 1st level, as a bonus action you can attempt to cow a creature you can see w/i 60 ft. A creature that can’t hear you's immune to this ability. Make an Intimidation check opposed by the target’s Insight check. If you win the contest, the creature has disadvantage on its next saving throw against an effect produced by you. If you lose the contest, the creature's immune to this ability for the next 24 hrs. This effect lasts until the end of the target’s next turn. A creature immune to the frightened condition's immune to this effect.
Channel Divinity: Booming Oration
Starting at 2 level, you can use your Channel Divinity to increase your voice to deafening levels. As an action, you present your holy symbol, & for 1 min your voice can be heard in a 1-mi radius centered on you. All creatures that hear your voice're able to understand your speech, even if you don't share a language. Magical effects that prevent speech or sound, such as Silence, have no effect on this feature.
The duration of this effect increases up to 10 min at level 8, & up to 1 hr at level 17.
Oppressive Will
Starting at 6 level, you've advantage on saving throws against effects that'd make you charmed or frightened.
Channel Divinity: Subjugate the Weak
Starting at 8 level, you can use your Channel Divinity to rally lesser beings to your cause. If you spend 1 continuous hr speaking to a humanoid w/ a CR no greater than 1/4 your cleric level (rounded down), you may use your Channel Divinity to recruit that creature as a follower to your cause. Creatures immune to the charmed condition're immune to this effect.
The follower views you as a legitimate authority figure &'s friendly toward you. Followers still maintain their own goals & interests, but they do their best to aid you w/o compromising their own ideals & motivations. You've advantage on Intimidation ability checks to influence the follower to act contrary to its own interests, but doing so allows the follower to attempt a Wis saving throw versus your spell save DC. On a success, the follower's no longer loyal to your cause & does its best to distance itself from you in the future. If your Intimidation check succeeds, the follower does as you order, & only after it's finished does it seek freedom.
You may've more than 1 follower using this feature, as long as their combined CR's no greater than 1/4 of your cleric level (rounded down).
Commanding Power
At 17 level, you can imbue spells you cast w/ overwhelming authority. When you cast a spell that forces 1 or more creatures to attempt a saving throw, you can use a bonus action to cast the Command spell, ignoring the normal restrictions on casting multiple spells in a single turn. You must still expend a spell slot to cast Command in this manner, including casting it at higher levels to affect more creatures.
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