OGC:Supremacy Domain (5e Subclass)
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Supremacy Domain (Neutral Evil)
Divine domain for a neutral evil cleric:
Clerics of supremacy believe that the best way to live your life is to satisfy your desires and let nothing stand in your way. Laws, rules, and moral codes are nothing but constraints that hold you back from achieving what you want; no one has the right to stop you. Clerics of supremacy have little in the way of organization, as each indulges in their own passions for the glory of their faith.
Clerics of supremacy tend to be awful members of an adventuring party. They join only to further their own interests and won’t hesitate to betray or even harm members of the party if there is a change in the status quo or they discover that they want something else more. As such, clerics of supremacy often operate under false pretenses; when their identity is known, they are tolerated if they can contribute something that the party lacks, but they are never trusted.
Supremacy Domain Spells
- 1st charm person, inflict wounds
- 3rd detect thoughts, locate object
- 5th bestow curse, vampiric touch
- 7th evard's black tentacles, freedom of movement
- 9th dream, geas
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
You gain two Charisma skills of your choice and your proficiency bonus is doubled when making ability checks with them.
Channel Divinity: Enrage Good
At 2nd level, you can use your Channel Divinity to enrage celestials and other creatures of good alignment. As an action, you present your holy symbol and speak a prayer taunting good. Every good creature within 30 feet of you must make a Wisdom saving throw or be enraged for 1 minute or until it takes any damage. An enraged creature must spend its turns trying to move as close to you as it can, and it can’t take reactions. For its action, it can only use the Dash or Attack actions to move closer to you or attack you.
Channel Divinity: Beguile
At 6th level, you can use your Channel Divinity to persuade others to allow you to indulge in your desires. You may cast charm person without expending a spell slot and it affects every creature within 30 feet of you.
At 8th level, you care little about the lives of those who get in your way. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Embodiment of Deception
At 17th level, you allow nothing to get in the way of indulging your whims. You are immune to being charmed or frightened. In addition, you cast any spell that imposes the charmed condition as if it were one spell level higher than the slot you used to cast the spell.