Base Class: Cleric
The missionary domain focuses on interacting and manipulating others. Most gods have a faction of missionaries specialized in spreading their message and growing their following across the land. Clerics of this domain may focus on either the carrot (Good), persuasion and generosity, or the stick (Evil), intimidation and fear, or both (Neutral). Missionary domain clerics are often found wandering remote regions far from the temples and centers of worship, and are used to the hard living of a life on the road.
Come in Peace
At 1st level, if you are not wearing armour, and are not carrying weapons or a shield, you gain the benefit of having cast sanctuary on yourself at the end of each of your turns.
Holy Emissary
At 1st level, you gain proficiency with Persuasion and Intimidation skills. You gain the Friends cantrip, it counts as a cleric cantrip for you.
Channel Divinity: Shock and Awe
Starting at 2nd level, you use your Channel Divinity to make a display of divine power. Creatures of your choice in a 30ft radius must make a wisdom saving throw or be frightened or charmed (your choice) of you until the end of their next turn.
Channel Divinity: Exorcism
At 6th level, you can use your Channel Divinity to spend an action touching one creature. All spells, magical effects and conditions affecting it immediately end.
Multi-tasking
At 8th level, if you do not cast a spell or cantrip with your action(s) on a turn, then you can cast any cleric cantrip as a Bonus action.
Enchanting Presence
At 17th level, you may choose two additional Enchantment spells from any spell list that do not deal damage or kill the target(s), these become domain spells for you. In addition, creatures have disadvantage to save against your Enchantment spells if they are at full hit points.
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