OGC:Authority Domain (5e Subclass)
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Authority Domain (Lawful Neutral)
Divine domain for a lawful neutral cleric:
Whether imposed by divine edict or codified through social contract, clerics of authority hold the law to be sacrosanct above all else. They devote themselves to following and supporting the law while ensuring that everyone subject to those laws is held accountable when breaking them. When sitting in judgment, a cleric of authority won’t easily set aside the letter of the law, for doing so ultimately weakens the law’s power. Ultimately, if a cleric of authority finds a law lacking, they will seek to officially change it.
Clerics of authority tend to eschew leadership roles within a party, preferring to offer advice and to remind others of existing agreements and arrangements. Should a conflict arise, a cleric of authority will immediately offer to arbitrate. Clerics of authority enjoy partaking in rituals and traditions. When confronted with something new, they immediately try to codify it. Perhaps ironically, clerics of authority often hold their friends accountable for the laws they bend or break regarding their deities and cultures, even when they conflict with the cleric’s own.
Authority Domain Spells
- 1st identify, sanctuary
- 3rd detect thoughts, zone of truth
- 5th remove curse, slow
- 7th locate creature, private sanctum
- 9th hold monster, scrying
My Mind is My Own
When you choose this domain at 1st level, you gain resistance to psychic damage and have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Student of Law
You are well-versed in the law and tradition as well as the history and religious teachings that forged them. You gain History and Religion as bonus skills and your proficiency bonus is doubled when using those skills to interpret or implement the law.
Channel Divinity: Return to Your Senses!
At 2nd level, you can use your Channel Divinity to end a charm effect. As an action, choose one creature within 60 feet of you. Any charm effect currently affecting that creature immediately ends, and the creature is immune to charm effects for 1 minute.
Channel Divinity: Compel Truth
At 6th level, you can use your Channel Divinity to compel those you interrogate to tell the truth. You can generate a special zone of truth by drawing a circle on the ground of any size, as long as you spend an action to complete the circle. For 10 minutes, no one may speak an untruth and you can ask anyone within the circle a single question that must be answered truthfully. The creature may choose not to answer by making a Wisdom saving throw, but it still bound not to speak untruths while within the circle. Regardless of whether the save was successful or not, you may not compel the creature to answer another question, although it still may not lie while within the zone.
At 8th level, your strikes are infused with the force of law. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, no one can hold secrets from you. You instantly know whenever a creature you can see is lying.
Additionally, as an action, you may gain a relevant flash of insight into an event that a creature you can see participated in, including where or how to get the evidence needed to prove any guilt (such proof must still be procured by other means). You may use this ability a number of times equal to your Wisdom modifier. All spent uses are recovered after a long rest.