Base Class: Cleric
The Domination Domain represents devotion to a cause that seeks to usurp the established order and claim their supposed rightful rule. Clerics of Domination meditate on power and control thereof as they serve their gods, with the ultimate goal of crushing their enemies and earning the servitude of those who look down on them.
Clerics of Domination believe that institutions of law and governance are a means of control to be seized and that if they are smart enough, or strong enough, any seat of power is available to them. This path of dominance is self-interest, the strongest desire of a being to seize control of one's fate. It is time to rise up and do so.
Domination Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
illusory script, unseen servant |
|
3rd |
enlarge/reduce, spider climb |
|
5th |
counterspell, hypnotic pattern |
|
7th |
confusion, fire shield |
|
9th |
animate objects, hold monster |
Divine Defender
At 1st level, your connection with the gods enhances your ability to protect those around you. Once per turn, when you use a healing spell, you may choose to expend a use of this feature to increase the target's armor class by a number equal to your proficiency bonus, lasting until the start of your next turn. This requires no action, but only one creature may benefit from this feature at a time. This does not stack with any spells or spell effects that increase armor class. This feature is usable a number of times equal to your proficiency bonus per long rest.
Bonus Proficiencies
From 1st level, you gain proficiency in one martial weapon of your choice and heavy armor.
Channel Divinity: Conquester's March
Starting at 2nd level, you can use your Channel Divinity to inspire your allies. As an action, you and allies within 30ft gain advantage on the next attack roll or saving throw they make.
Crushing Defeat
At 6th level, when you or an ally within 10ft slay a creature, you can use your reaction to give yourself or an ally within 60ft advantage on the next attack roll they make.
In addition, you gain advantage on all athletics checks as you become accustomed to grappling and shoving your enemies through physical domination.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Bringer of Chaos
At 17th level, you can maximise the power of your divine spells. When you cast a cleirc spell of that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you become vulnerable to all damage until the end of your next turn.
Previous Versions
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2/13/2023 9:00:04 PM
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Posted May 18, 2023Fits the domains of the fell gods in my homebrew setting. Made it public so my players can use it. I get where youre coming from tho, have a nice day.
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Posted May 17, 2023None of the spells nor the unique skills feel like they belong to this domain and are simply things that you put together because they each individually seemed cool