Feminism Domain (5e Subclass)
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Clerics of the Feminism domain, while holding life and order in the same reverence as most of their peers, believe that equality between the sexes is the most effective method of ensuring both. To the Feminist cleric, systems of oppression are breeding grounds of suffering, and sexism a plague of the mind.
Many Feminist clerics follow the hermaphrodite god Heshe, but one can find Feminist clerics of any Lawful or Good faith. They usually come from the ranks of scholars, socialites, or nobles.
|1st||detect evil and good, detect poison and disease|
|3rd||calm emotions, zone of truth|
|5th||tongues, remove curse|
|7th||aura of purity, freedom of movement|
|9th||dominate person, geas|
At 1st level, you gain proficiency in Insight and Persuasion.
Starting at 1st level, you become attuned to the types of people around you. You are constantly aware of the location of any creature with a sex or gender within 30ft. This ability does not apply to creatures who are magically obscured or unaffected by Divination magic, such as by invisibility or nondetection. For each creature that meets these criteria, you instinctively know their sex (if any) and gender (if any).
Channel Divinity: Invoke Equality
Starting at 2nd level, you can use your Channel Divinity to Impose Equality.
As an action, you call upon your god to balance the scales of life, and select 2 creatures with different amounts of hit points within 30ft, naming one The Oppressor and the other The Oppressed. The Oppressor must make a Charisma saving throw. On a failure, The Oppressor loses n hit points and The Oppressed regains n hit points, where n is half the difference in hit points between the two, rounded down. The maximum value of n is 2 times your Cleric level.
If the two creatures are male and female, add your Charisma modifier to the save DC.
Reversal of Fate
Starting at 6th level, when a creature within 30ft causes one of your allies to become Blinded, Deafened, Fatigued, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and/or Exhausted, you may use your reaction to curse them. The target makes a Charisma saving throw. If they fail, the conditions that they were imposing upon your ally are transferred to them. Once you use this ability, you cannot use it again until you finish a long rest.
If your ally and the target are male and female (or vice versa), add your Charisma modifier to the save DC.
Starting at 8th level, you gain expertise in Persuasion and Insight, adding double your proficiency bonus to skill checks.
As an action, target a number of creatures up to your Charisma modifier that have been talking with you for at least 5 minutes. Each creature makes a Charisma saving throw, becoming deeply involved in the discussion on a fail. Creatures that are immune to being charmed automatically succeed on their saving throw. Affected creatures feel a compulsion to voice their thoughts, feelings, and experiences when prompted (even if it would be detrimental to them) and are unable to lie. This effect ends on a creature after 1 hour or if they enter combat. Once you use this ability, you cannot use it again until you finish a long rest.
If you choose yourself as one of the targets of Healthy Discussion and choose to fail your roll, add your Charisma modifier to the save DC.
You have attained an understanding of sex, gender, and gender expression rivaled by few mortals.
Starting at 17th level, at the end of a long rest, you may assume one of the following Aspects and gain its effects. You may only assume one Aspect at a time.
Aspect of Femininity: You gain proficiency in Deception and Performance. If you are already proficient in Deception and/or Performance, you instead gain expertise in that skill, adding double your proficiency bonus to skill checks.
Aspect of Masculinity: Add your Charisma modifier to damage rolls for spells, ranged attacks, and melee attacks.