The Ardor Domain for Cleric

by SemanticAvenger

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The Ardor Domain

Holy Conductors

All clerics have faith in a god or an ideal which guides them, but cleric of the Ardor Domain believe with a zest or a zeal that is so infectious that they are able to manipulate the belief and emotions of those around them. They are dedicated to gods of art and beauty and love, or to ideals of passion or spirit or fervor. They are unstoppable dynamos of emotional expression, and to enocunter one and stand in their presence is to get swept up by their vigor and carried away on a wave of feeling.

Subclass Features

Domain Spells

1st-level Ardor Domain feature

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

Ardor Domain Spells

Cleric Level Spells
1st charm person, heroism
3rd crown of madness, enhance ability
5th antagonize, fear
7th confusion, phantasmal killer
9th dominate person, geas

Divine Exhortation

1st-level Ardor Domain feature

Your words and spells convince even the staunchest of foes. If you attempt to charm a creature with an immunity to the charmed condition, you ignore that immunity so long as the creature shares a language with you. The creature has advantage on saving throws against your spells and effects which would charm it instead.

Social Maneuvering

1st-level Ardor Domain feature

You are able to play on the emotions of others. You become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Additionally, when your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or from spells of the Enchantment school on any spell list.

Channel Divinity: Inspire Trust

2nd-level Ardor Domain feature

You can use your Channel Divinity to cause those around you to believe in you. As an action, you can present your holy symbol, and each creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failure, a creature is charmed by you for up to 1 minute. While charmed in this way, attack rolls and Charisma checks against the creature have advantage. A creature can repeat the saving throw if it takes damage, ending the effect on a success.

Susceptible to Suggestion

6th-level Ardor Domain feature

Creatures charmed by you have disadvantage on saving throws against other spells you cast.

Potent Spellcasting

8th-level Ardor Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Twofold Fervor

17th-level Ardor Domain feature

When you cast an Enchantment spell, its effect is doubled in one of the following ways:

  • If the spell would normally affect an area, you may select two such areas within range.
  • If the spell would normally affect creatures within a certain distance of you, that distance is doubled.
  • If the spell would normally affect a certain number of creatures, you may choose twice as many targets.
 

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