Base Class: Cleric
Gods of Ambition preside over striving, legacy, and the will to rise beyond one’s beginnings. They do not promise success, only the chance to seize it, rewarding those who refuse stagnation and punishing wasted potential. Some cultures revere Ambition as a sacred flame passed between generations, while others fear it as a force that turns allies into rivals and dreams into obsessions. Clerics of Ambition act as catalysts rather than champions, forcing opportunity into existence when fate hesitates and replacing chance with certainty.
Ambition clerics are often found advising rulers, guiding future heroes, or even standing inside history’s spotlight as it is made. They believe greatness must be taken, not awaited, and that legacy outlives morality. Their faith values preparation, oaths, and recorded achievements over prayer, with temples resembling academies or monuments. When Ambition’s favor manifests, it is felt as a sudden clarity or confidence, a moment where hesitation vanishes and success feels inevitable.
Level 3: Ambition’s Drive
Once per turn when you cast a spell of 1st level or higher that targets a single creature other than yourself, you can also grant that creature one of the following benefits (your choice); The creature gains advantage on its next attack roll before the end of its next turn or The creature gains temporary hit points equal to your proficiency bonus. If the spell cast targets a hostile creature you may instead give the bonus to another creature you can see within 30 feet.
Level 3: Ambition Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Ambition Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Enhance Ability, Heroism |
| 5 | Clairvoyance, Haste |
| 7 | Compulsion, Mordenkainen’s Private Sanctum |
| 9 | Legend Lore, Reincarnate |
Level 3: Powered by Ambition
As a Magic action, you can expend a use of your Channel Divinity to fill an ally with ambition. Present your holy symbol and mark a creature you can see within 30 feet for 1 minute. The first time each turn the marked creature makes an attack roll or ability check, it gains a bonus to the d20 roll equal to your Wisdom modifier. If the marked creature reduces a hostile creature to 0 hit points, it chooses one of the following benefits:
- It gains temporary hit points equal to twice your cleric level, or
- It immediately moves up to half its speed without provoking opportunity attacks.
The effect ends early if the marked creature becomes incapacitated.
Level 6: Seize the Moment
You gain the ability to empower success. When a creature you can see within 30 feet of you hits with an attack roll, you can use your reaction to turn that hit into a critical hit, triggering all effects associated with a critical hit. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 17: Area of Success
Once per short rest, you can activate this feature as a bonus action, creating a 30-foot-radius area centered on a point you can see within 60 feet of you. The area lasts for 1 minute. As a bonus action on each of your turns, you may move the area to a new point you can see, provided the area’s center remains within 60 feet of you. While the area is active, when a friendly creature of your choice within it (other than yourself) makes an attack roll or ability check and rolls a natural result of 2–9 on the d20, the roll is treated as a 10 instead. This feature does not affect natural 1s.







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