Seduction Domain Spell in D&D world | World Anvil
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Seduction Domain

The simple-minded tend to look at seduction as a form of sexual domination over another but it is far more than satisfying one’s carnal desires. While power is often measured by magic and might, there are some who use a more subtle approach to instill a lasting change upon the world. These silver-tongued individuals embrace the art of seduction which requires its pupils to become experts in many fields such as a capacity for molding perceptions, an intuition for understanding the emotional state of others, a tempered patience, and a knack for relaxing guarded minds through soft tones and disarming body language. While the techniques are the same for every seducer, their applications have a wide moral range from personal gain at the expense of others to alleviating the mental stresses that plague the weary.   Many have practiced seduction’s art and honed its usage but the true masters have had ample time to patiently polish a near perfect product thanks to their immortality. Clerics who choose to take on this Domain become direct representatives of those they worship in spreading their deity’s ideology through subtle persuasion. Rivy/Liadi, God Doathao, God Beluar and Goddess Petah grant this domain.   Domain Spells   Cleric Level Spells   1st Charm Person, Comprehend Languages   3rd Calm Emotions, Detect Thoughts   5th Fear, Tongues   7th Dominate Beast, Confusion   9th Dominate Person, Modify Memory   Persuasive Sympathy   At 1st level, you gain proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies.   Channel Divinity: Hypnotic Gaze   Starting at 2nd level, you can use your Channel Divinity to enhance your soft words and enchanting gaze in order to magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your cleric spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.   Channel Divinity: Subtle Seducer   At 6th level, when you cast a spell, you can use your Channel Divinity to cast it without any somatic or verbal components.   Seductive Dominion   At 8th level, you become extraordinarily adept at channeling magical energy to compel others. When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 5th level.   Channel Divinity: Siren's Memory   At 17th level, you gain the ability to leave a lasting impression. When you interact with a target of at least 2 intelligence, you can use your Channel Divinity to imprint on its soul by making a Persuasion check against the targets Insight. If successful, you imprint on the target which last for a number of days equal to your cleric level. The imprint is harmless and remains undetectable but can be undone with a Remove Curse. While the imprinted and you are on the same plane of existence, you may cast Dominate Person (spending the appropriate spell slot) on it. At the end of the spell’s duration, the target remembers its actions but has a confused memory of who was the source of the domination.   You can have only one creature imprinted by this feature at a time. You can choose to end the imprint harmlessly without using an action.

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