OGC:Conformity Domain (5e Subclass)
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Conformity Domain (Lawful Evil)
Divine domain for a lawful evil cleric:
Clerics of conformity are a bit of a paradox. On the one hand, they demand that the people fully and completely submit themselves to the law, but on the other hand, the clerics themselves are perfectly willing to twist the law to their own advantage. Clerics of conformity realize that fear is a powerful motivator and use that fear to quell the ambitions of any who would oppose them.
Like their community counterparts, clerics of conformity demand leadership roles within adventuring parties, but this is not for the good of the group; rather, it is a ploy to better their own circumstances. They tend to interpret social contracts very differently for themselves than the rest of the group. Clerics of conformity generally keep their word, but almost always in a way that makes it possible for the cleric to exploit it.
Conformity Domain Spells
- 1st charm person, command
- 3rd hold person, scorching ray
- 5th bestow curse, fear
- 7th banishment, phantasmal killer
- 9th dominate person, modify memory
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
I am the Law!
You are skilled at making the law work for you. You may take Deception, Intimidation or Persuasion as a bonus proficiency. You gain double your proficiency bonus when using that proficiency to manipulate the law to your advantage. You also gain the friends cantrip.
Channel Divinity: Silver Tongue
At 2nd level you can use Channel Divinity to enhance your charm spells. You may use your Channel Divinity to cast an enchantment spell you know that causes a creature to be charmed by you without spending a spell slot. When you cast a spell in this way, the affected creature does not realize that you charmed them when the spell ends.
Channel Divinity: You Will Obey Me!
At 6th level you can use Channel Divinity to impose our will on others. As an action, you can create a circle of will. All creatures within 30 feet of you have disadvantage on any saving throws against any spells that you cast that impose the charmed condition. This effect lasts for 1 minute.
At 8th level, you enforce your will on the tip of your blade. 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.
At 17th level your will carries the force of divine law, and no one can easily challenge your resolve. You are immune to psychic damage and you cannot be affected by spells that would charm you or put you to sleep.