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Domination Domain

Followers of the gods of domination look to exact complete control over others, seeing themselves as the bringers of the unspoken truth that all living creatures crave subjugation, if not by choice then by force. They seek to dim the bright lure of freedom in a creature’s soul, bending them to their will until they are no longer of use to them, then breaking their spirits as they cast them aside to find their next thrall.  

Domination Domain Spells

Cleric Level Spells
  • 1st--charm person, command
  • 3rd--enthrall, suggestion
  • 5th--compulsion, confusion
  • 7th--fear, hypnotic pattern
  • 9th--dominate person, geas

Bonus Proficiencies

You gain proficiency with martial weapons and heavy armor. In addition, you gain proficiency in the Intimidation and Persuasion skills if you do not already have it.  

Composure

At 1st level, you roll saving throws against being charmed or frightened with advantage. At 14th level, you become immune to being charmed or frightened.  

Channel Divinity: Invoke Dominion

At 2nd level, you can use your Channel Divinity to dominate an enemy attacking you. As a reaction, when a creature you can see attacks you, you can make it have disadvantage on its attack roll. If the attack misses, the creature becomes charmed by you. This effect lasts for 1 minute, the creature can neither see nor hear you, or until the creature takes damage. A creature under this effect can attempt a saving throw at the end of each of its turns, ending the effect early on a success.   The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. Creatures that cannot be charmed are immune to this effect. Once the effect ends, you can’t use this feature on that creature again until you finish a short or long rest. Additionally, the creature knows that it has been charmed by you when the effect ends.  

Channel Divinity: Break the Spirit

At 6th level, as an action, you present your holy symbol and speak a prayer of soul-crushing despair and agony, using your Channel Divinity. Each creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on all further Wisdom saving throws for 1 minute.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of your mind. 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.  

Supreme Dominion

At 17th level, creatures that can see or hear you have disadvantage on all saving throws against any enchantment spells you cast. In addition, when making any Charisma-based skill check in which you are proficient, you roll the check with advantage.

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