Cleric
Base Class: Cleric

The Ties that Bind

Threads of fate are often used to portray soulmates, lovers, and the like. However, such bonds connect all people, from lifelong connections to passing strangers. Clerics of the Bond Domain cultivate these connections as a farmer does their crops, securing and suspending them as they see fit.

Domain Spells

Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

(Due to legal reasons, Enemies Abound is not available on this homebrew. You'll have to add it in yourself with a homebrew feat or something.)

Cleric Level Spells
1st bane, heroism
3rd calm emotions, warding bond
5th enemies abound , sending
7th death ward, dominate beast
9th antilife shell, seeming

Threads of Fate

When you choose this domain at 1st level, you gain proficiency in the Insight skill. If you already had proficiency from another source, you gain proficiency in a skill of your choice instead.

You also gain the ability to see the threads that bind people together, allowing you to see the attitudes that people have towards you. A friendly relationship appears in blue, an indifferent one in grey, and a hostile one in red. The size of a thread also varies, sincreasing with the intensity of the bond.

Such relationships are often, but not always, reciprocal. For example, a man may be friendly to his neighbor after being lent gardening tools, but the neighbor might in turn be hostile to the man for not returning said tools.

As an action, you can attempt to focus on a creature within 30 feet. Make a Wisdom (Insight) check, contested against the target’s Charisma (Deception) check. On a success, you see the most major influences on the target’s attitudes.

Forge Bonds

Also at 1st level, you can create transient bonds between people to gain the upper hand. As an action, you choose two creatures within 60 feet of yourself, binding them with one of the following Bonds for 1 minute.

Acrimonious Bond. The two creatures are filled with aggression. The first time each turn a bonded creature deals damage to its bondmate, it deals additional damage equal to your proficiency bonus.

Concordant Bond. The two creatures are filled with harmony. The first time each turn a bonded creature makes a saving throw while within 10 feet of its bondmate, it adds 1d4 to the saving throw.

Loathsome Bond. The two creatures are filled with disgust. The first time each turn a bonded creature attempts to move closer to its bondmate, it must make a Wisdom saving throw against your spell save DC. On a failed save, it cannot move closer to its bondmate until the end of its turn.

Restraining Bond. The two creatures are filled with restraint. The first time each turn a bonded creature attempts to move away from to its bondmate, it must make a Wisdom saving throw against your spell save DC. On a failed save, it cannot move further from its bondmate until the end of its turn.

You can only have one Bond active at a time. You can create a Bond in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Divergence

At 2nd level, you can expend your Channel Divinity to transform the nature of a creature’s bonds. As an action, you can force a creature you can see within 30 feet to make a Charisma saving throw against your spell save DC.

 

On a failed save, you can manipulate one bond the creature has - for instance, turning a friendly relationship hostile, a hostile relationship indifferent. This change lasts for 1 hour. The change also ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

Unrequited Feelings

At 6th level, you learn to create bonds that are asymmetrical in nature. When you create a bond with your Forge Bonds feature, you can choose for each creature to be affected by a different Bond. For instance, you could have your barbarian ally hold an Acrimonious Bond against an enemy affected by a Restraining Bond against the the barbarian.

Potent Spellcasting

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

Severed Thread

At 17th level, you can sever a creature from all of its relationships. As an action, you can force a creature to make a Charisma saving throw against your spell save DC. On a failed save, all creatures fail to recognize it as anything but a stranger, overwriting any previous relationship that it had. You can exclude any number of creatures of your choice from this effect.

Once you use this feature successfully, you can’t use it again for 7 days. Otherwise, you can use it again after you finish a long rest.

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