Charm Domain

The Charm Domain is granted by gods of beauty, love, persuasion, and manipulation. Clerics who follow this path wield divine magic to inspire devotion, control emotions, and beguile their foes. Unlike bards, who use word and performance, or enchanters, who weave arcane compulsions, Charm clerics invoke divine authority to instill awe and adoration.   While many deities of love and passion grant this domain to their priests as agents of romance and peace, others see charm as a means to control, using their clerics to manipulate politics, steer mortal affairs, or ensure the loyalty of their worshippers. Some Charm Clerics act as matchmakers, diplomats, or ambassadors, fostering unity and kinship. Others work as subtle manipulators, bending the wills of those around them for their deity’s goals. Regardless of their methods, these clerics are mesmerizing figures, able to bring allies together or make foes crumble under their influence.  

Domain Spells

1st-Level Cleric (Charm Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.  
Cleric LevelDomain Spells
1stCharm Person, Heroism
3rdEnthrall, Suggestion
5thHypnotic Pattern, Beacon of Hope
7thCompulsion, Charm Monster
9thGeas, Dominate Person
 

Beguiling Presence

1st-Level Cleric (Charm Domain) Feature   Your deity blesses you with an irresistible aura. You gain proficiency in Persuasion. If you are already proficient, you gain Expertise instead.   Additionally, as a bonus action, you can force a creature within 30 feet that can hear and see you to make a Wisdom saving throw against your spell save DC. On a failure, the creature becomes Charmed by you until the start of your next turn or until they take damage. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Channel Divinity: Enthralling Word

2nd-Level Cleric (Charm Domain) Feature   You can use your Channel Divinity to command attention and captivate those around you. As an action, you present your holy symbol and speak a divine utterance. Each other creature within 30 feet that can hear you must make a Wisdom saving throw. On a failure, a creature is charmed by you for 1 minute or until it takes damage. While charmed in this way, the creature is incapacitated, gazing at you in awe. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This saving throw does not automatically end this effect.   If the charmed creature is attacked or forced to make a saving throw, the effect ends immediately.  

Irresistible Glamour

6th-Level Cleric (Charm Domain) Feature   Your presence becomes more enthralling. You gain resistance to psychic damage and advantage on saving throws against being frightened or charmed.   Additionally, creatures have disadvantage on their initial saving throw against any cleric spell you cast that would charm them, but not on subsequent saving throws to break free of the charm.  

Potent Spellcasting

8th-Level Cleric (Charm Domain) Feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.  

Heartstealer

17th-Level Cleric (Charm Domain) Feature   Your charm is nearly impossible to resist. When a creature succeeds on a saving throw against being charmed by you or one of your spells, you can use your reaction to force it to reroll the save. The creature must use the new result.   Additionally, those that view you as their closest companions share in the pain and suffering you face. When you take damage, each creature charmed by you that can see you within 30 feet of you takes half as much of that damage as psychic damage. This does not automatically end a charm you caused, but does allow a creature to repeat the saving throw if it would normally end the effect, such as for your Enthralling Word feature.  

Deities of the Charm Domain


Comments

Please Login in order to comment!