Chains Cleric Domain

by Svelteshrimp

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Chains Domain

Gods of the chain preserve the tethers that keep what is vital. Such gods are found in the sailor's prayer that their mooring will weather the hurricane, the masterfully crafted portcullis falling into place with nary a sound, or the wicked delights of the torturer's den. Whether used for connection, joining, or restraint, the humble chain is overlooked by most. For clerics of the Chains Domain, however, interlocking rings of metal represent the apotheosis of design. Be they fixated on the simple beauty of joined metal or hungry for prisoners to bind, clerics of this domain are master manipulators of mobility.

Chains Domain Features
Level Feature
1st Domain Spells, Bonus Proficiencies, Divine Jailer
2nd Channel Divinity: Iron Hold
6th Sap Mobility
8th Potent Spellcasting
17th Avatar of Punishment

Domain Spells

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

Chains Domain Spells
Cleric Level Spells
1st Entangle, Expeditious Retreat
2nd Earthbind, Hold Person
3rd Magic Circle, Slow
4th Black Tentacles, Freedom of Movement
5th Hold Monster, Planar Binding

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with whips, Thieves' Tools, and the Intimidate skill.

Divine Jailer

Your worship leads you to develop an uncanny knack for impeding and interrogating your foes, which manifests in your most rote spellcasting. When you affect a creature with a cleric cantrip, you can reduce that creature’s speed by 10 feet until the start of your next turn. A creature can only be affected in this fashion once per turn.

Additionally, you have advantage on Wisdom (Insight) and Charisma (Intimidation) checks made against any creature you have taken prisoner.

Channel Divinity: Iron Hold

Starting at 2nd level, you can use your Channel Divinity to capture your foes.

As an action, you present your holy symbol and manifest heavy metal chains that attempt to bind a creature of your choice within 60 feet. The target must make a Strength saving throw against your spell save DC or be restrained for 1 minute. A creature restrained by the chains or one that can touch the creature can use its action attempt a Strength check against your spell save DC. On a success, the target is freed and the chains disappear.

Sap Mobility

Starting at 6th level, you can attempt to gain a boon when you bind others. As a bonus action, choose one creature you can see whose speed is currently reduced by the effects of a spell you cast, or by your Channel Divinity. You may take the dash action, moving a number of feet equal to that creature's unreduced speed, and the creature takes damage equal to half your cleric level. If you have reduced the movement of a creature with a fly, climb, burrow, or swim speed and you do not have that speed, you may also gain that speed until the end of your next turn.

You can use this feature a number of times per day equal to your Wisdom modifier, regaining all expended uses on a long rest.

Potent Spellcasting

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

Avatar of Punishment

Starting at 17th level, you become an avatar of imprisonment. Add the spells Soul Cage, Sequester, Maze, and Imprisonment to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. You may cast these spells using your holy symbol as a substitute for any material component, though it may be consumed or subject to additional restrictions, per the wording of each spell.

 

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