Charm Domain Spell in D&D world | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Charm Domain

http://www.giantitp.com/forums/showthread.php?488062-Cleric-Charm-Domain
Clerics of this domain most often follow Rivy/Liadi and Beluar.   Charm Domain Spells:   1st Charm Person, Command   3rd Enthrall, Suggestion   5th Tongues, Leomund's Tiny Hut   7th Complusion, Dominate Beast   9th Dominate Person, Modify Memory   Divine Grace: At 1st level, you gain proficiency in the Persuasion skill and the Performance skill. Additionally, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You may use a shield and still gain this benefit. This AC does not stack with features named Unarmored Defense.   Glamour: At 1st level, you learn the friends cantrip. If you cast this cantrip, the target does not realize you used magic to influence its behavior when the spell ends. This feature can be used a number of times equal to your Wisdom modifier, and you regain all uses when you finish a long rest. After using this feature on a creature, it cannot be used on the same creature again for 24 hours.   Channel Divinity: Siren’s Song: As an action, you invoke the name of your deity and proceed to sing, creatures within 30 of you must succeed on a Wisdom saving throw. If the creature fails it’s saving throw, it is charmed and incapacitated by you for 1 minute or until it takes damage. Creatures that step into range of your Siren’s Song must make a Wisdom saving throw or be affected by the ability. On each of your turns up to 1 minute, you may continue the Siren’s Song with a bonus action; this Siren’s Song also requires your concentration to maintain, you main increase the duration of Siren's Song for an additional minute for each Channel Divinity expended to maintain the song   Channel Divinity: Divine Beauty At 6nd level, When you cast a domain spell or an enchantment spell, you can spend a use of your Channel Divinity feature to impose a disadvantage on the first save creatures make against that spell. If the spell is a charm spell, the target or targets don't realize they were influenced by magic when the spell ends, instead they will try to rationalize and justify their own behavior as best they can, or make up excuses when they can't. In addition you have advantage on resisting charm and persuasion saving throws.   In addition you have advantage on resisting charm and persuasion saving throws.   Potent Spellcasting Starting at 8th level, you add your charisma modifier to the damage you deal with any cleric cantrip.   Charm Vulnerability: At 17th level, you can use your action to activate an aura of charm that lasts for 1 minute or until you dismiss it using another action. You emit a captivating presence in a 60-foot radius. Your enemies in range have disadvantage on saving throws against any of your spells that charm or sleep.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!