Base Class: Cleric
Clerics of the Strife Domain are divine agents of chaos and conflict, tasked by their deities to sow seeds of discord and scorn amongst the broader population of the world. Though many of these clerics are evil, seeking to incite conflict in the hopes of causing great suffering and devastation, some seek to cause strife for benevolent ends. Such clerics may create political conflict to bring down a corrupt government official, or incite a rebellion to topple a tyrannical ruler.
Instruments of Conflict
Beginning when you choose this domain at 1st level, you’ve become adept at instigating strife and conflict. You gain proficiency with martial weapons, and the Charisma (Intimidation) and Charisma (Deception) skills.
Boon of Strife
Also at 1st level, you can temporarily stoke the hatred burning within your allies to empower their attacks. When a creature you can see within 30 feet of you makes a melee attack against a creature that has damaged it during the previous turn, you can use your reaction to grant the target advantage on its attack roll. If the attack hits, it deals additional psychic damage equal to your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Domain Spells
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Strife Domain class feature for how domain spells work.
Strife Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, disguise self |
| 3rd | detect thoughts, suggestion |
| 5th | fear, major image |
| 7th | confusion, greater invisibility |
| 9th | geas, modify memory |
Channel Divinity: Fabricate Doubt
At 2nd level, you can channel divine energy to make others appear malicious or untrustworthy. As an action, you can spend a use of your Channel Divinity feature and choose a creature you can see within 30 feet of you. The chosen creature must make a Charisma saving throw. On a failed save, any idea or statement the creature says, pantomimes or otherwise attempts to relate to others is perceived as a lie, and any questions it poses (verbally or otherwise) is viewed as a lie, dishonest or cynical. The creature also suffers disadvantage on any Charisma checks it makes, and any spells or other effects that would determine whether or not the creature is telling the truth indicates that it is lying, regardless of the candor of its statements.
This effect lasts for 1 hour, until you are killed or until you choose to dismiss it (requires no action by you). A creature that has succeeded on its saving throw against this feature is immune to it until you finish a long rest.
Channel Divinity: Scornful Rebuke
At 6th level, you can channel divine fury to rebuke your foes. As a reaction to a creature you can see within 60 feet of you dealing damage to you, you can spend a use of your Channel Divinity feature to force it to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to half the amount of damage it dealt to you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine fury. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.
At 14th level, the extra damage increases to 2d8.
Sow Paranoia
At 17th level, you can sow seeds of discord in the hearts and minds of your enemies. As an action, you can choose a number of creatures you can see within 60 feet of you equal to your Wisdom modifier. Each creature you choose must make a Wisdom saving throw. On a failed save, a creature takes 4d12 psychic damage and becomes paranoid for 1 minute. A paranoid creature considers no other creature an ally, and has disadvantage on Wisdom saving throws. On a successful save, a creature takes half damage and doesn’t become paranoid.
An affected creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.
You can use this feature once per long rest.
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