The Domination Domain represents the divine right to rule, the absolute will of the strong over the weak, and the natural order of command and subjugation. Clerics of this domain are chosen to be conquerors, warlords, and enforcers, wielding divine power to bend the wills of others to their own. Whether through fear, charisma, or sheer battlefield prowess, they impose their god’s rule upon the world.
Deities who grant the Domination Domain are often gods of tyranny, conquest, and war—beings who believe in the supremacy of order enforced through might. Some gods, however, bestow this domain upon chosen champions to ensure law and structure flourish under their iron will. Such clerics do not seek passive faith but demand obedience, knowing that only through their leadership can true power and control be maintained.
Domain Spells
1st-Level Cleric (Domination Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Aura of Authority
1st-Level Cleric (Domination Domain) Feature
Your mere presence commands attention and obedience. You gain proficiency in your choice of Intimidation or Persuasion, and if you are already proficient with both, you gain Expertise in the skill of your choice between Intimidation or Persuasion.
Additionally, you gain proficiency in Heavy armor.
Channel Divinity: Subjugate the Weak
2nd-Level Cleric (Domination Domain) Feature
You can use your Channel Divinity to force submission upon those before you. As an action, you present your holy symbol, and each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, a creature is
Frightened of you for 1 minute. If the creature has an Intelligence of 6 or lower, it is instead
Charmed by you for the duration. A creature frightened or charmed in this way can make another saving throw at the end of each of its turns, ending the effect on a success.
Commanding Presence
6th-Level Cleric (Domination Domain) Feature
Your divine authority over the battlefield strengthens. As a bonus action, you can command an ally within 30 feet to strike. That creature can use its reaction to make a weapon attack.
Divine Strike
8th-Level Cleric (Domination 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
Absolute Will
17th-Level Cleric (Domination Domain) Feature
Your divine authority is absolute, making you nearly impossible to defy. You gain the following benefits:
- Creatures Frightened or Charmed by you automatically fail their first saving throw to end the effect.
- As a reaction when a creature within 30 feet succeeds on a saving throw against being frightened or charmed, you can force it to reroll and use the new result.
Deities of the Domination Domain
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