Base Class: Cleric
In the rise of state politics as a medium for the clash of empires, a new type of Cleric appears, to champion not the reverence of some divine or fiendish force but rather the embodiment of their nation's spirit. Zealous to the extreme, the Flag Cleric serves the people of their communities and no others, with their full faith and devotion. They may dedicate themselves to building infrastructure within their nation's borders and reverence for the small tasks of daily village and city life, or they may wage unyielding war on foreign battlefields to protect their nation's honor and prosperity. Whatever their path, it is paved with the crimson-gilded glory of the State.
Flag Domain Spells
- Cleric Level 1: Charm Person, Tenser's Floating Disk
- Cleric Level 3: Arcane Lock, See Invisibility
- Cleric Level 5: Leomund's Tiny Hut, Plant Growth
- Cleric Level 7: Dominate Beast, Stoneskin
- Cleric Level 9: Animate Objects, Teleportation Circle
Visage of the Narrative
Starting at 1st level, whenever one or more hostile creatures move within 30 feet of another citizen of your nation during combat, you may use a reaction to glamour yourself in an awesome vision and speak in a booming voice. Apply one of the following conditions to each of those hostile creatures: blinded, charmed, frightened, or prone. Each affected creature must make a Charisma save against your spell save DC, becoming afflicted with the chosen condition on a failed save.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Rallying Aura
Starting at 2nd level, you can use your Channel Divinity to empower your nation's allies. For one minute, friendly creatures within 30 feet of you gain a temporary +2 bonus to one stat, chosen by the player or by the DM in the case of NPCs. The temporary bonus increases to +4 at 8th level and +6 at 14th level.
You gain access to Paladin spells as follows: 1st-level Paladin spells starting at 2nd level, 2nd-level Paladin spells starting at 5th level, 3rd-level Paladin spells starting at 9th level, 4th-level Paladin spells starting at 13th level, and 5th-level Paladin spells starting at 17th level.
Stalwart Assurance
Starting at 6th level, whenever you cast a Paladin spell in combat, one friendly creature within 60 feet of you gains advantage on their next attack roll or saving throw.
Defend the People
Starting at 8th level, if you are within 5 feet of a friendly creature, you can use your reaction to redirect an enemy's attack from them to you. If you have exhausted all uses of Channel Divinity, add your Charisma modifier to your AC when you take this reaction. At 14th level, you can use Channel Divinity to move up to your movement speed as a free action before taking this reaction.
Selfless Awe
At 17th level, you gain the power to sacrifice your own life force for the good of your cause. When you use this power, you immediately drop to zero hit points and begin dying, and the Wish spell takes effect according to your specifications. After using this power, you cannot use it again until you are restored to your maximum hit point total.
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