Competition Domain

Many gods emphasize struggle, rivalry, and ambition—domains that overlap with war, but instead prioritize the drive to prove oneself through combat and contest. Clerics of the Competition Domain are champions of excellence, whether in battle, sport, or other trials of skill. They thrive in environments where only the strongest, smartest, or most determined can claim victory. These clerics push themselves and others toward perfection, using divine guidance to sharpen their abilities and overcome any challenge.   Worshipers of competition deities often include warriors, gladiators, duelists, and athletes who seek divine favor in their contests. Unlike War Clerics, they do not simply fight for a cause but seek to win and improve with every battle. They view rivalry as a crucible that refines skill and resolve, embracing the challenge of overcoming worthy opponents. To them, losing is not failure—failure is stagnation. Some are noble in their pursuits, valuing honor and fair competition, while others view victory as the only thing that matters.   Deities that grant this domain include those of war, strength, personal ambition, and contests of skill. Some gods, like Hetaradas, value honorable competition, while others, like certain chaotic trickster gods, delight in cutthroat gamesmanship. Whatever the case, clerics of this domain always seek to push themselves and others to new heights.  

Domain Spells

1st-Level Cleric (Competition Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.  
Cleric LevelDomain Spells
1stHeroism, Zephyr Strike
3rdEnhance Ability, Branding Smite
5thHaste, Blinding Smite
7thStaggering Smite, Freedom of Movement
9thSteel Wind Strike, Destructive Wave
 

Competitive Edge

1st-Level Cleric (Competition Domain) Feature   Your god grants you an advantage in any contest. You gain proficiency in Athletics and one of the following skills: Acrobatics, Intimidation, or Insight. In addition, you gain proficiency in your choice of Heavy Armor or Martial Weapons.   Additionally, when you make an attack roll, ability check, or saving throw and roll a natural 9 or lower, you can reroll the die, taking the new result. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.  

Channel Divinity: Seize Victory

2nd-Level Cleric (Competition Domain) Feature   You can use your Channel Divinity to push past limits in the heat of competition. As a bonus action, you can touch a creature (including yourself) and grant them divine energy that fuels their pursuit of victory. For 1 minute, they gain the following benefits:
  • They gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
  • When they hit with a weapon attack, they can roll an additional d6 and add it to the damage once per turn.
  • If they reduce a creature to 0 hit points or succeed on an opposed check (such as a grapple or shove), they gain temporary hit points equal to half your cleric level + your Wisdom modifier.
  • This effect ends early if the target is incapacitated or unconscious.
  • Dueling Mastery

    6th-Level Cleric (Competition Domain) Feature   You excel in direct combat and personal contests. When you are within 5 feet of only one enemy and no other creatures are within 5 feet of you, you gain the following benefits:
  • You gain a +1 bonus to attack rolls and AC.
  • When you take the Attack action, you can use your bonus action to attempt a shove, grapple, or disarm against the target.
  • Divine Strike

    8th-Level Cleric (Competition Domain) Feature   You gain the ability to infuse your weapon strikes with divine energy. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Unrivaled Champion

    17th-Level Cleric (Competition Domain) Feature   Your presence turns any battle into a contest where your allies thrive. You gain the following benefits:
  • You and allies within 30 feet have advantage on Strength, Dexterity, and Constitution saving throws.
  • When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw and rolls a natural 9 or lower, you can use your reaction to allow them to reroll, taking the new result.
  • When you use your Seize Victory Channel Divinity, the target can now roll an extra d8 instead of a d6 for damage.
  • Deities of the Competition Domain


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