Beauty Domain
Gods of Beauty believe that the world and all in it should be wondrous to the eyes, and that pride is found in taking care of one's own appearance. Some are responsible for the most wonderful scenes of the natural world, others are gods of the arts who wish to see more beauty in the world, and others are patrons of those who use their looks to obtain power for themselves. Clerics of gods of beauty are uncannily gorgeous and beauty follows them around, wonderful lights and colors following their spells.
| Cleric Level | Spells |
|---|---|
| 1st | Faerie Fire, Charm Person |
| 3rd | Enthrall, Suggestion |
| 5th | Daylight, Hypnotic Pattern |
| 7th | Hallucinatory Terrain, Stone Shape |
| 9th | Dream, Dominate Person |
Create Beauty
You know the Dancing Lights cantrip. Additionally, you are proficient in the disguise kit, and you may use your holy symbol as a disguise kit with infinite uses.
Awe Inspiring
You are incredibly beautiful, granting you a bonus to Charisma (Performance) and Charisma (Persuasion) checks equal to your Wisdom modifier. Additionally, if you have a disguise kit, you may spend 10 minutes working on a willing creature's appearance, granting them the same benefits for the next 8 hours, using your Wisdom modifier. Once you do this, you may not do so again until you've completed a long rest.
Channel Divinity: Enrapture
Starting at 2nd level, your beauty captivates people and causes them to lose themselves. When you cast Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, or Suggestion, you may use your Channel Divinity to cast this through the sheer force of your beauty. To do this, all targets must be able to see you. You cast it with no verbal or somatic components. Additionally, each target, whether the spell succeeds or fails, has no idea you attempted to magically influenced it. While a creature is still under the effects of one of these spells casted with your channel divinity, it is charmed by you.
Additionally, you may use your channel divinity as a reaction to allow a creature you can see who is receiving the benefits of your Awe Inspiring class feature to cast one of the spells which works with this Channel Divinity, using one of your spell slots. They cast it using your spell save DC, but must maintain concentration themselves if the spell requires concentration. They receive all benefits that come from casting the spell with this channel divinity feature.
Creatures who are immune to being charmed automatically succeed all saving throws against spells cast with this channel divinity feature.
Enchanted Area
Starting at 6th level, you may use your bonus action to cause a 30 foot sphere around you to become filled with effects that fit your character's definition of beauty. Perhaps flowers sprout all over the ground, the air becomes pleasant, vibrant colors fill the air, or any other number of effects. While in this zone, creatures of your choice are immune to being frightened and charmed.
When a creature completes a short or long rest while in this sphere, they gain temporary hit points equal to your Cleric level.
This sphere lasts indefinitely or until you use this feature again. It can also be removed by a Dispel Magic spell. Once you use this feature, you may not do so again until you've completed a long rest. If you cast this in the same spot every day, the area's radius increases by 10 feet each time, up to a max radius of 90 feet, at which point the area becomes permanent.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Drop Dead Gorgeous
Starting at 17th level, Feeblemind, Mass Suggestion, and Power Word Kill are added to your Cleric spell list, and are always prepared. All 3 of these spells are compatible with your Channel Divinity: Enrapture.
Additionally, you may cast Power Word Kill using a 7th or 8th level spell slot if you are targeting a creature who is charmed by you.
Ugliness Domain
Gods of Ugliness wish to see all beauty stripped from the world. Whether they believe the world is hideous and should be known for what it is, or if they merely relish in seeing how disgusting and revolting things can get, they wish to see all in the world be completely unpleasant to look at. Clerics of these gods without exception match this expectation, being incredibly hideous themselves, and they seek to spread this to all other creatures they can.
| Cleric Level | Spells |
|---|---|
| 1st | Disguise Self, Inflict Wounds |
| 3rd | Blindness/Deafness, Invisibility |
| 5th | Fear, Bestow Curse |
| 7th | Blight, Phantasmal Killer |
| 9th | Contagion, Insect Plague |
Unarmored Defense
While you are not wearing armor, your AC is equal to 13 + your Wisdom modifier.
Hideous Form
Your appearance is absolutely hideous. As a bonus action, you may hide this appearance, appearing like a normal member of your race. You may dismiss this illusion as a bonus action. Any creature within 10 feet of you that can see you when you dismiss this disguise must make a Wisdom saving throw, becoming frightened of you until the end of your next turn on a failed save. Any creature who makes this save, whether they succeed or fail, is immune to this effect for 24 hours.
Additionally, while your true appearance is showing, you may cast Eyebite if you are of a high enough Cleric level to cast 6th level spells.
Channel Divinity: Make Hideous
As an action, you may use your channel divinity to make one creature within 30 feet of you begin to morph and become disfigured. The creature must make a Constitution saving throw. On a failure, they are poisoned for the next hour, during which time they are visibly hideous. While they are poisoned, they have disadvantage on persuasion and performance checks, and any creature who sees them that did not witness them transform must make an insight or arcana check against your spell save DC. On a failure, they identify the target as a hostile monster instead of their actual identity. On a success, they realize who it is. They may remake this check every time they deal damage to the poisoned target.
Inured to Corruption
Starting at 6th level, you become at home when surrounded by filth. You have resistance to poison damage, and you are immune to disease and the poisoned condition.
Blighting 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Death Gaze
At 17th level, as an action, you may target a creature within 30 feet of you that is frightened of you and can see you. It must make a Wisdom saving throw. If it fails, it drops to 0 hit points.
Once you use this feature, you may not do so again until you've completed a long rest.
Love Domain
Gods of Love value the bonds formed between people above all else. They might be gods of marriage, or of comraderie between soldiers, or even of the filial bond between father and son. Clerics of Gods of love do everything in their power to foster these bonds between the people they know, and they cherish the bonds they make with others above all else.
| Cleric Level | Spells |
|---|---|
| 1st | Cure Wounds, Feather Fall |
| 3rd | Enhance Ability, Warding Bond |
| 5th | Revivify, Sending |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Cupid's Arrow, Telepathic Bond |
Beloved Friends
You are capable of forming bonds with people, making them part of your beloved friends. You can make a creature one of your beloved friends after spending at least 2 hours of downtime interacting with them. You have no upper limits on your number of beloved friends.
When casting a spell with the range of touch, you may increase the range to 30 feet. If you do, you may only target yourself or one of your beloved friends. Additionally, when a beloved friend you can see takes damage, you may use your reaction to cast cure wounds targeting them.
Channel Divinity: Sacrifice
Starting at 2nd level, as an action, you may use your channel divinity to target one beloved friend within 60 feet of you that you can see. Until your next turn, when they would take damage, you take that damage instead. You do not make a death saving throw when you take damage from this feature while at 0 hit points.
Improved Ceremony
Starting at 6th level, you always have Ceremony prepared, and when you cast it, you may target yourself. Additionally, when you cast it, you may choose one of the following rites.
Redemption: Touch one willing creature who was hostile towards you in the last 24 hours. For the next 24 hours, it gains a +2 bonus to attack rolls against creatures who are hostile towards you that it used to be allied with. Additionally, for the next 24 hours, if it attacks you or one of your aliies, or if it targets them with a harmful spell, it takes 10d10 psychic damage and the effects of this rite ends. You may only perform this rite on the same creature once.
Bonds of Friendship: Touch two creatures who are friendly towards each other. For the next hour, they have a +2 bonus to AC while within 5 feet of each other. Neither of them can benefit from this rite again until they've completed a long rest. This does not stack with the AC bonuses of any other rites.
Teamwork: Select up to 5 creatures within 5 feet of you, but no fewer than one. You and each of them select one skill check. The next time they make that skill check in the next 10 minutes, they make it with advantage. Once you perform this rite, you may not do so again until you've completed a long rest.
Confession: You touch one humanoid and designate another humanoid, which they wish to woo. For the next 24 hours, they get advantage on Charisma (Persuasion) checks against the one they wish to woo. Additional, as a reaction, if they are within 5 feet of they one they wish to woo, give them advantage on one ability check, attack roll, or saving throw, or grant them a +5 bonus to AC until the end of the current turn. In doing so, they must confess their feelings to this person. Once they confess their feelings, the benefits of this rite end, and they cannot receive its benefits again unless it is to woo a different humanoid.
Engagement: One willing humanoid within 10 feet of you uses its reaction to present a ring worth at least 100 gp to another creature within 30 feet of them and ask for their hand in marriage. If they accept, then for the next 24 hours, both creatures get a +2 bonus to AC when within 30 feet of each other. This does not stack with the AC bonuses of any other rites. Once a creature benefits from this rite, they may not do so again until the one who accepted the ring dies, the marriage is called off, or they are widowed.
Affirm Vows: Touch two married creatures. For the next 2 hours, they get a +2 bonus to AC while within 30 feet of each other. This does not stack with the AC bonuses of any other rites.
Channel Divinity: Quick Ceremony
Also at 6th level, as a bonus action, you may use your Channel Divinity to cast Ceremony without verbal components and without expending a spell slot.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
The Power of Love
Starting at 17th level, you may perform a 10 minute ritual, as if you were casting a ritual spell, to perform a miracle with the power of love, targeting any deceased or living creature. This requires a special material component: the tears of someone who truly loved the target of this ritual, which must be shed during the ritual or no less than a minute before. If they are your beloved friend, your tears will do. Otherwise, whose tears will suffice is determined by the DM's discretion. A lover, a member of their immediate family with whom they were close, or a person who they postively and profoundly altered the life of should all suffice. Choose one of the following effects upon the completion of the ritual.
- You cast True Resurrection on the target. The shed tears become the new body of the target.
- The tears soak into the target, and you undo any one condition, disease, or alteration afflicting the target. This includes things that can only be undone through the wish spell.
Once you do this, you may not do so again until you've completed a long rest.
Hate Domain
Gods of Hate seek to cleanse the world of whatever filth they detest the most. Some wish for the wicked to be brought to justice. Others are burning with hatred over eon long grudges. Others hate the whole world and wish to see it crumble. Clerics of these gods burn with hatred themselves, and they use it to destroy all in their path that they despise.
| Cleric Level | Spells |
|---|---|
| 1st | Guiding Bolt, Magic Missile |
| 3rd | Blindness/Deafness, Hold Person |
| 5th | Bestow Curse, Dispel Magic |
| 7th | Banishment, Locate Creature |
| 9th | Dispel Evil and Good, Hold Monster |
Bonus Proficiencies
You gain proficiency in martial weapons.
Mark of Hatred
As a bonus action, when you hit an enemy with an attack, you may cause them to be inflicted with a mark that riles up the hatred of your allies. You and your allies within 60 feet of you have an additional 10 feet of movement on each of their turns that they can only use to move towards a marked target, and they may use their reaction to make an opportunity attack if they see the target drop a creature to 0 hit points.
You may use this feature a number of times equal to your Wisdom modifier before completing a long rest.
Channel Divinity: Vengeance
Starting at 2nd level, when a creature within 30 feet of you deals damage to a creature other than you, as a reaction you may use your channel divinity to deal radiant damage to them equal to your 5 + twice your Cleric level.
Incite Hatred
Starting at 6th level, you may spend 5 minutes preaching to a group of up to 5 creatures who are friendly to you about the atrocities of another group. Select one of the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, one race of humanoid, or a group of no more than 6 named individuals. Upon completing the speech, you and all creatures you preached to receive a +2 bonus to attack rolls against the group for the next hour.
Once you use this feature, you may not do so again until you've completed a short or long rest.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Nemesis
At 17th level, you can use your bonus action to let the burning fury you have for an individual overtake you and send you into the rage for the next minute. When you do, select one creature you can see. For the duration of the rage, you gain the following benefits.
- At the start of each of your turns, you may teleport to a space within 10 feet of the creature.
- You have resistance to damage dealt by the creature.
- You cannot be charmed or frightened by the creature.
- Your weapon attacks deal an additional 4d8 radiant damage against the creature.
Once you use this feature, you may not do so again until you've completed a long rest.
Fantasy Domain
Gods of Fantasy believe that the world can be better than it is, and wish for people to experience something beyond reality. They are often gods of abstract concepts, such as victory, prosperity, or self improvement. Clerics of such gods believe that people are not bound by the shackles of rules which this world forces upon them. Rather, they dream of new possibilities, and find meaning not just in what lies at the end of those dreams, but in the process of dreaming itself.
| Cleric Level | Spells |
|---|---|
| 1st | Bless, Heroism |
| 3rd | Enhance Ability, Phantasmal Force |
| 5th | Bestow Curse, Remove Curse |
| 7th | Phantasmal Killer, Polymorph |
| 9th | Dream, Seeming |
Bonus Cantrip
You know the Minor Illusion and Vicious Mockery cantrips as Cleric cantrips.
White Lies
You have the ability to encourage your allies through times where by all means they should not be able to succeed. As a reaction, when you or an ally who can hear you makes an ability check, you may have them reroll it and add their proficiency bonus to it, even if they aren't proficient in it. You may do this a number of times equal to your Wisdom modifier before completing a long rest.
Channel Divinity: Make Believe
Starting at 2nd level, as a bonus action, you may use your Channel Divinity to choose one creature you can see that is afflicted by a disease or one of the following conditions: Blinded, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned. During their next turn, they may take actions as if they did not have this disease or condition, though the disease or condition does not end, and all restrictions continue to apply after their turn is over. Alternatively, they may act as if they had 3 fewer points of exhaustion.
Channel Divinity: Momentary Dream
Starting at 6th level, as an action, you may use your Channel Divinity to show a creature within 60 feet of you visions. This vision seems to last several minutes to them, but is over in an instant. During this time, you may communicate telepathically with them and communicate ideas. Additionally, you may control what these visions entail. You may choose to evoke certain imagery (for example, for them to see people they've wronged) and they will see it, taking from their memories. However, you may not read their thoughts or memories directly. Additionally, you may create your own imagery for them to see, which you can control exactly.
A Better Tomorrow: You show the creature visions of how bright their future might be. They gain temporary hit points equal to your cleric level plus your Wisdom modifier, and they have advantage on Constitution and Strength saving throws until your next turn.
What Truly Matters: You show a creature visions of the people who are close to them. They have advantage on Charisma and Wisdom saving throws until your next turn, and may automatically make one against any effect that is currently afflicting them.
Sins of the Past: You show a creature visions of all the people they've wronged, the voices of whom flood their head and make it hard to focus. They must succeed on a Wisdom saving throw or lose concentration and be restrained until your next turn.
Alternatively, you may cause any other appropriate effect of similar strength, so long as your DM approves it.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Infinite Possibilities
At 17th level, you can help people live the life they've always wanted to live. You know the True Polymorph and Shapechange spells. Additionally, when you cast Shapechange, you may have the benefits apply to one willing creature within 30 feet of you rather than yourself.
Reality Domain
Gods of Reality represent the many foundational truths of this world: things such as the forces of nature or the order of the cosmos. Clerics of these gods work seek to make sure everyone understands their place in the world, be it good or bad. They destroy malicious enchantments and illusions which deceive the masses, and they seek out and interfere with plans of those who wish to surpass their place in the world through clever means.
| Cleric Level | Spells |
|---|---|
| 1st | Detect Evil and Good, Detect Magic |
| 3rd | Lesser Restoration, See Invisibility |
| 5th | Counterspell, Dispel Magic |
| 7th | Arcane Eye, Banishment |
| 9th | Dispel Good and Evil, Greater Restoration |
Bonus Proficiencies
You gain proficiency in martial weapons.
Subdue Fantasy
When you or a creature within 30 feet of you that you can see makes a Wisdom saving throw, you may use your reaction to give them advantage on that roll. You may use this a number of times equal to your Wisdom modifier before completing a long rest.
Channel Divinity: Reveal True Colors
Starting at 2nd level, as an action, you may use your channel divinity to force a creature within 60 feet of you that you can see to make a Charisma saving throw. On a failure, all creatures charmed by them are no longer charmed by them, and they will know they were magically influenced by them. Also on a failure, the target cannot charm creatures for the next hour. You may also do this as a reaction when you are charmed, targeting the creature who charmed you, regardless of distance or if you can see them.
Toll the Deceitful
Starting at 6th level, when you use Dispel Magic to dispel a magical effect caused by an illusion spell, you may have the caster who created the magical effect, if there was only one, make a Charisma saving through. On a failed save, they take 3d10 psychic damage, plus 1d10 for every level above 3rd you casted dispel magic at, or half that much on a success. They do not take this damage if they are not on the same plane of existence as you.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Karmic Retribution
At 17th level, you can punish people for their attempts to defy reality. When you succeed in negating the effect of a spell of 6th level or higher with the counterspell spell, you may choose to issue a form of karmic retribution against the caster. This form this retribution takes is dependent on the kind of spell that was countered.
- If the spell was a single target spell targeting one or more creatures, you may cast the same spell targeting only the caster. You do not need to maintain concentration on it if it is a concentration spell.
- If the spell had an area of effect, you may cast the spell yourself, with an area which is confined solely to the space that the caster occupies.
- If the spell would heal some number of creatures, then you may have one of those creatures make a Charisma saving throw, taking 10d10 necrotic damage on a failed save or half that much on a successful one. Their maximum hp is decreased by the amount of damage taken until restored by a Greater Restoration spell. If their hp maximum is reduced to 0 by this, they die.
- If the spell would summon a creature or raise undead, then it is still summoned or raised, but it is hostile towards the caster. If it is a spell that requires concentration, then the creature remains for the maximum duration without needing concentration.
- If the spell would transport any number of creatures another location, then it transports those creatures to a different location that you specify which the spell would be able to transport them too. For example, if you countered a Plane Shift spell that would send a creature to the Nine Hells, you may make them appear in the Abyss instead.
- If the spell was Gate and was being used to summon a creature, you may specify any other creature for it to summon.
- If the spell was Wish, then you may cast Wish yourself, though you may only choose an effect that targets the initial caster and no one else.
Alternatively, you may choose any other effect which your DM approves.
Pleasure Domain
Gods of Pleasure seek to bring enjoyment and materialistic happiness to the people of the world. One of them might be a god of a kind of artisan or performer, of fine wines, or of pleasant summer days. Other gods of this domain, however, don't intend on using earthly pleasures to improve the lives of people, but to tempt them and turn them towards sinful lifestyles. Regardless, each Cleric of this domain is specialized in providing some form of care, which they may use to care for those around them, or to get them to lower their guard. Some examples of this would be the ability to instantly conjure and prepare fine cuisine, a form of acupuncture therapy which loosens up the body and clears the head, or a beautiful musical performance. You should choose one form of this when you first choose this domain.
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Purify Food and Drink |
| 3rd | Calm Emotions, Suggestion |
| 5th | Catnap, Create Food and Water |
| 7th | Freedom of Movement, Hallucinatory Terrain |
| 9th | Dominate Person, Modify Memory |
Care For
As an action, you may care for a willing creature within 5 feet of you, easing their pain and worries. Until your next turn, that creatures has advantage on either their next Wisdom or Constituation saving throw. You must choose which kind of saving throw when you use this action.
Additionally, when you use this action, the creature gains temporary hit points equal to half your cleric level + your Wisdom modifier.
Channel Divinity: Lower Guard
You may try and lure a creature who is friendly to you into a false sense of security by caring for them. When you use your Care For action on a creature, you may use your Channel Divinity to lace your process with mind numbing magic. The creature has disadvantage on all saving throws for the next minute or until it takes damage.
Peaceful Rest
Starting at 6th level, whenever your party has downtime, you help them make the most of it by easing their tension. When taking a short rest, you may tend to up to 5 allies. Each one of those allies, if they rolled hit dice this rest, gains additional hit points equal to 1d6 + your Wisdom modifier and are cured of any status condition that the Lesser Restoration spell can cure.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Aura of Trust
Starting at 17th level, you exude an aura that makes people trust you. When a creature who hasn't met you sees you for the first time, they must make a Wisdom saving throw or be charmed by you until you deal damage to them or are revealed to be friendly to a creature they are not friendly to. Creatures with a Wisdom scor less than your spell save DC instantly fail this saving throw.
Pain Domain
| Cleric Level | Spells |
|---|---|
| 1st | Heroism, Inflict Wounds |
| 3rd | Hold Person, Invisibility |
| 5th | Fear, Vampiric Touch |
| 7th | Blight, Locate Creature |
| 9th | Contagion, Insect Plague |
Bonus Proficiencies
You gain proficiency in martial weapons.
Excruciating Strike
When you hit an enemy with a weapon attack, you may force them to make a Wisdom saving throw. If they fail, they are frightened by you until the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier before completing a long rest.
If you score a critical hit, you may use this feature even if you have no uses left.
Channel Divinity: Sadism
When you hit an enemy with a weapon attack, you may use your Channel Divinity to make it hurt. They take an additional 2d8 psychic damage and you gain temporary hit points equal to the amount of psychic damage dealt by that attack.
Mortal Blow
Your weapon attacks deal critical hits on a 19-20.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy to make them even more painful. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
The Meaning of Pain
You know the Power Word Pain spell, and always have it prepared.
When you score a critical hit with a weapon attack, you may cast Power Word Pain on them as a bonus action, without expending a spell slot.
Freedom Domain
Gods of Freedom believe that all creatures are born free and that they deserve the right to follow their own paths. They could be gods of rebellion, of free expression, of democracy, or of a race that values freedom heavily. Their clerics fight to free all subjugated people's from their oppressors, and believe in expressing themselves with the freedom they have.
| Cleric Level | Spells |
|---|---|
| 1st | Burning Hands, Heroism |
| 3rd | Enhance Ability, Knock |
| 5th | Fireball, Fly |
| 7th | Freedom of Movement, Dimension Door |
| 9th | Insect Plague, Teleportation Circle |
Bonus Proficiencies
You gain proficiency in heavy armor and your choice of artisan's tools.
Remove Shackles
As a bonus action, you may target one creature you can see who is grappled or restrained. If the condition ends on a successful saving throw, then they may use their reaction to make that saving throw with advantage.
You may use this feature a number of times equal to your Wisdom modifier before completing a long rest.
Channel Divinity: Emancipate
Starting at 2nd level, as an action, you may use your channel divinity to undo the effects of mental enslavement. You unleash a burst of empowering energy in a 30 foot sphere centered around a point up to 120 feet away from you. All charmed creatures in that sphere are no longer charmed, and will be aware of the fact that you were the one who undid the charm.
Eternally Free
Starting at 6th level, you are immune to the charm condition.
Channel Divinity: Guide to Safety
Also at 6th level, when you cast a spell with an area of effect, you may designate one creature within that area of effect. They automatically succeed against saving throws against the spell and receive no damage on a successful save. Additionally, until your next turn, it can dash as a bonus action and opportunity attacks against it have disadvantage.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Liberation
At 17th level, you can help people escape from the shackles that bind them. As an action, you touch one willing creature. If it is charmed, it is no longer charmed, and any creature who it was charmed by at the time can no longer charm it. Knowing the creature's true name no longer gives someone any degree of control over them. If the creature is magically bound to the service of another being, through a magically binding contract or a spell such as Planar Binding, they are no longer bound. These effects last indefinitely and can only be undone by a wish spell.
While this is able to undo the magical effects of contracts that enforce the letter of the contract, it will not eliminate the document itself. The contract will still have the creature's name on it and may be enforced through other means. For example, if you free someone who made a contract with a devil for power, their soul is no longer doomed to be sent to the nine hells after their death. However, the devil will still have a contract with the creature's name on it showing they agreed to give their soul, and it might petition a cosmic enforcer of law, such as an inevitable, to punish the creature for breaking its terms of the contract.
Once you use this feature, you may not do so again until you've completed a long rest.
Subjugation Domain
Gods of Subjugation differ in what they think is right for the world, but they all agree that the average mortal is too dumb to think for themselves. They are tyrants that seek to enslave others for their own purpose, or they are gods who believe that some humans are born to rule others and grant powers to such individuals. Some clerics of this domain even receive their power from godlike entities from outside the known realms. Regardless, whether they use their powers to subjugate the weak, subjugate those who'd do wrong, or any other group, clerics of this domain seek to undo the free will of those who are not worthy of it.
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Command |
| 3rd | Suggestion, Zone of Truth |
| 5th | Animate Dead, Crusader's Mantle |
| 7th | Locate Person, Greater Invisibility |
| 9th | Dominate Person, Geas |
Bonus Cantrip
You know the Friends Cantrip.
Unwitting Puppet
The duration of your Charm Person spell is increased to concentration, up to 8 hours.
Channel Divinity: Mind Break
Starting at 2nd level, as an action, you may use your channel divinity to try and weaken someone's mind. A creature you can see within 60 feet of you makes an Intelligence saving throw. On a failure, they take 2d6 psychic damage and, on your next turn, they have disadvantage on the first Wisdom saving throw they make against one of your spells or class features.
Animate Thrall
Starting at 6th level, when you cast animate dead, you may choose to have target an unconscious humanoid with 0 hit points. It is raised as a Thrall, which has the same statistics as a Skeleton but is not undead, and is instead a humanoid of the species of the creature the spell was cast on, and it has that creature's senses, damage resistances, vulnerabilities, and immunities. They have an intelligence of 8, unless they had a lower intelligence before being made a thrall. They can speak all languages they could before and have the same skill proficiencies. You have a telepathic link to each of your thralls so long as you are on the same plane of existence. However, they can only recall surface level details about their life. They cannot recall any deeply held secrets.
A creature who is immune to being charmed cannot be made a thrall. If you would lose control of the thrall, it returns to the way it was before being made your thrall, with no memory of the time it spent as your thrall or the 24 hours leading up to it, though being around you will fill it with a sense of uncanny dread.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Oppressive Army
Starting at 17th level, your thralls have resistance to bludgeoning, piercing, and slashing damage from non magical sources, and their weapons are considered magical for the purposes of overcoming resistances and immunities.
Cupid's Arrow
5th Level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to one hour
- Spell Lists: Bard, Wizard
You fire an arrow at a creature of your choice, which makes a Dexterity saving throw. If it fails, you may select one creature or object which it sees. That target is charmed by that person or object and is romantically enamored with it for the duration. If it cannot see the creature or object, it will spend its turn trying to find the creature. If it can see the creature, it will move as close as it can. It will not make any actions to do anything else, and it has disadvantage on perception checks while the creature or object it is charmed by is within their sight. If the creature or object is attacked, it will become hostile towards the attacker and use its action every turn to attack them until chasing them would put the object of their affection out of their sight. They will also become hostile in this way towards any creature that makes a romantic advance towards the creature or object that has charmed them.
At Higher Levels: When cast with a spell slot of 6th level or higher, you may target one additional creature for each slot level above the 5th. You may designate different creatures or objects for each target to be charmed by, but do not have to.