The Rivalry Domain for Cleric

by SemanticAvenger

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The Rivalry Domain

The Mischievous Competition

There are deities who create, and deities who oppose. The latter are often seen as evil, but very rarely do they consider themselves so. They are tricksters, adversaries, devil's advocates. They exist to give the world depth and contrast. Where there is light there must also be darkness. Where there is joy there must be despair. Where there are gods there must always be devils.

Entities such as Loki, Lucifer, and Consuvilis embody defiance and indulgence and exist to define themselves against whatever the prevailing authority may be. Clerics of this domain are equally defiant, making themselves fierce opponents in battle, and cunning enemies in debate. Like their gods, these clerics will start any fight they can just to keep from getting bored.

Subclass Features

Domain Spells

1st-level Rivalry Domain feature

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

Rivalry Domain Spells

Cleric Level Spells
1st charm person, compelled duel, vicious mockery
3rd crown of madness, phantasmal force
5th antagonize, counterspell
7th blight, compulsion
9th banishing smite, seeming

Lord of Luxury and Strife

1st-level Rivalry Domain feature

Your god is a god of hedonism and conflict. You gain proficiency with martial weapons and heavy armor.

Additionally, when you make a Charisma ability check to convince a creature to indulge its darker impulses or to do something that is not in its best interests, you can roll a d8 and add the number rolled to the ability check.

Witty Retort

1st-level Rivalry Domain feature

You always have a scathing response ready for a failed argument. When a creature within 30 feet of you which you can see misses an attack roll, you can use your reaction to cast vicious mockery on it.

Channel Divinity: Sabotage

2nd-level Rivalry Domain feature

You can use your Channel Divinity to turn your foes' experience against them.

As an action, you present your holy symbol and force any creatures of your choice within 30 feet of you which you can see to make an Intelligence saving throw. On a failure, a creature must subtract its proficiency bonus from any roll to which it would apply for up to 1 minute or until you are incapacitated. A creature which fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.

Betrayal of Trust

6th-level Rivalry Domain feature

Unsuspecting foes are less able to resist your tricks and commands. A creature has disadvantage on saving throws against your enchantment and illusion spells if it has all its hit points.

Divine Strike

8th-level Rivalry Domain feature

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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Black Mirror

17th-level Rivalry Domain feature

You force your foes to wrestle dark reflections of themselves. You gain the simulacrum spell and can cast it as an action, without requiring material components or expending a spell slot. You can only cast the spell in this way if you are currently fighting the target you cast the spell on. The simulacrum you create resembles an inversion of the target, with the opposite coloration. When you cast the spell in this way, the simulacrum lasts for 10 minutes or until it is reduced to 0 hit points.

Once you have cast the spell in this way, you cannot do so again until you finish a long rest.

 

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