The Control Domain is granted by deities of authority, domination, and law, encompassing gods who seek order through rulership, manipulation, or subjugation. Clerics who follow these gods serve as enforcers of divine will, ensuring that their word becomes law and that others bend to their decrees. While some Control Clerics lead through sheer charisma and tactical brilliance, others impose their will with ruthless efficiency, breaking minds and forcing obedience.
Deities that grant this domain include tyrannical warlords, gods of conquest, rulers of vast celestial or infernal courts, and even enigmatic deities of fate and inevitability. Followers of these gods learn to wield spells that control minds, hinder foes, and dominate the battlefield with their commanding presence.
Domain Spells
1st-Level Cleric (Control Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Dominating Presence
1st-Level Cleric (Control Domain) Feature
Your words carry divine authority, making it harder for creatures to resist your commands. When you cast a spell that forces a creature to make a Wisdom saving throw against being
Charmed,
Frightened, or otherwise controlled (such as command or suggestion), you can use your reaction to impose disadvantage on the saving throw of one creature affected by this spell.
You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Additionally, when you cast command, you can speak the command in a divine tongue, allowing creatures that do not share a language with you to understand your intent.
Channel Divinity: Obey
2nd-Level Cleric (Control Domain) Feature
You can use your Channel Divinity to impose your will upon others. As an action, you force a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet to make a Wisdom saving throw. Creatures that fail are either charmed or frightened (your choice) for 1 minute. The charmed condition makes them see you as their rightful leader, though they do not take actions against their nature or alignment. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Aura of Dominion
6th-Level Cleric (Control Domain) Feature
Your presence exerts an undeniable force of authority. When a creature within 10 feet of you is
Charmed or under the effects of your command spell, its movement is halved, and it has disadvantage on contested ability checks and concentration saving throws.
Additionally, when a creature under the
Frightened condition caused by your spells or abilities takes damage, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failure, it becomes
Incapacitated until the end of your next turn, overwhelmed by submission or fear. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Potent Spellcasting
8th-Level Cleric (Control Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
Absolute Will
17th-Level Cleric (Control Domain) Feature
Your influence is nearly impossible to resist. When a creature succeeds on a saving throw against a spell you cast that would impose the charmed, frightened, or incapacitated condition, you can use your reaction to force them to reroll the save. They must use the new result. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Deities of the Control Domain
Comments