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Desire Domain

Desire takes many forms; Lust, Greed, Envy, Gluttony--all have their roots in wanting more than one needs. A cleric of the Desire Domain uses these base urges to manipulate their enemies into serving their deities goals.  

Desire Domain Spells

  • 1st--Charm Person, Command
  • 3rd--Enthrall, Suggestion
  • 5th--Hypnotic Pattern, Tongues
  • 7th--Confusion, Phantasmal Killer
  • 9th--Dream, Geas

Bonus Proficiency

You learn the Friends cantrip. It is a cleric spell for you and does not count against the number of cleric spells you know. You also gain proficiency in the Persuasion skill if you do not have it already.  

Beguiling Touch

At 1st level, creatures effected by your Enchantment spells do not automatically become hostile to you when the spell ends. They recall no spell being cast and remember any interaction with you while effected by such spells in the most favorable manner. This doesn’t prevent a creature becoming hostile for its treatment by you or your allies while under the effect of one of your enchantments.  

Channel Divinity: Object of Desire

At 2nd level, you can use your Channel Divinity to create an image of a creatures greatest desire. As an Action you present your holy symbol, and choose one creature you can see within 60 feet of you, You conjure an illusion of that creatures greatest desire in an open 5 foot space within 30 feet of you that lasts for 1 minute. To creatures other than the targe, the illusion appears to be no more than a faint shimmering cloud. The target must make a Wisdom saving throw against your spell save DC, and on a failed save that creature becomes charmed by you for the duration of the ability. While this effect lasts the target spends its movement each turn attempting to take the safest path to reach the illusion. The target also has disadvantage on Perception checks made to detect other creatures for the effects duration. This effect ends early if the creature takes damage, or reaches the illusion and uses an action to interact with it. The target may also repeat the saving throw at the end of each of its' turns ending the effect on a success.  

Heartrending

At 6th level, once you have enticed a creature with desire, you can rip ir away from them causing great anguish. As a bonus action, you may choose one creature charmed by you and end that effect. If you do, that creature taked 6d4 psychic damage and attacks made against it have advantage until the start of your next turn. You may use this ability once and regain it at the end of a long rest or if you spend a spell slot of 3rd level or higher. The spells damage increases to 9d4 at 12th level and 12d4 at 17th level.  

Heart Tether

At 8th level, at the end of a short rest you may choose up to 4 other creatures to tether your heart to. Each of those reatures may choose to become charmed by you until the end of its next short rest. Creatures within 30 feet of you that you have charmed deal extra radiant damage with their attacks and damaging spells equal to your Wisdom Modifier to any creature you do not have charmed.  

Fatal Attraction

At 17th level, if the damage from your Heartrending feature would reduce a creatures hit points to 0 you may instead choose to deal no damage and that creature becomes charmed by you until you use this ability again. While charmed the effected creature considers your allies as friends and it treats you as a close, trusted ally.   This effect ends early if you or any of your allies deal damage to the charmed creature. An effected creature may make a Charisma saving throw against your spell save DC at the end of each of your long rests, ending the effect on a success

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