Cleric
Base Class: Cleric

Anger. Bitterness. Conflict. Discord. The breakdown of civil norms is often the desire of those that crave chaos or those that desire the opportunity to grab power during disorder.
Such people enjoy inciting strife between others...and there are deities that revel in it.

Bonus Proficiencies

When you choose the domain at 1st level, you gain proficiency with [Tooltip Not Found], and with Charisma (Deception) and Charisma (Persuasion) skills.

Strife Domain Spells

You gain domain spells at the cleric levels listed in the Strife Domain Spells table. See the Divine Domain class feature for how domain spells work.

 Strife Domain Spells

Cleric level Spell
1st disguise self, hideous laughter
3rd Sphere of Hostility, suggestion
5th bestow curse, major image
7th confusion, polymorph
9th dominate person, modify memory

Curse of Misplaced Words

Starting at 1st level, you can make it difficult for a creature to properly interact with others. As an action, you touch a creature using your spell attack bonus and it must make a
Charisma saving throw. If the target fails, it makes all Charisma skill checks at disadvantage for the next hour. You can use this ability a number of times equal to your
Wisdom modifier (a minimum of once). You regain all uses when you finish a long rest.

Channel Divinity: Incite Discord

Starting at 2nd level, you can incite negative emotions and encourage discord. As an action, choose any living creatures you can see within 20 feet of you, up to 1 + your Wisdom modifier in
number. Each must make a Wisdom saving throw. On a failed save, a creature becomes indifferent to those it is normally friendly with and hostile toward those it is normally indifferent with (see pg. 244 of the guide for GMs), and this change lasts for 1 hour.

Misdirected Rage

At 6th level, when you damage a creature with a melee attack, you can use a bonus action during the same turn to redirect that creature's anger onto another creature of your choice
within 30 feet of you. The creature you damaged must have an Intelligence of 3 or higher and understand the language you speak. If the damaged creature fails a Wisdom saving throw, it becomes hostile toward the newly designated target, enters a fit of rage that grants it advantage on melee weapon attack rolls against that target and disadvantage on melee attack
rolls against other creatures, and attacks the designated target on its turn. This senseless rage lasts until the end of the damaged creature's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of once). You regain all uses when you finish a long rest.

Potent Spellcasting

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

Aura of Strife

Starting at 17th level, you can use your action to emanate an aura of strife-inducing magic in a 30-foot radius that lasts for 1 hour or until you dismiss it as a bonus action. The aura
moves with you. All creatures in the aura except yourself have disadvantage on Charisma checks and on Wisdom saving throws, unless those Charisma checks are made when attempting to incite conflict or hostility, in which case the checks are made with advantage.

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