Cleric - Temptation Domain

by LamboCryBaby

Search GM Binder Visit User Profile
Temptation Domain

The Glamor Cleric has been blessed by Gods and you are their vessel in which they bring magic and wonderment to the world. They radiate a natural magnetism that is almost impossibly alluring. Using their connection with their God the Glamor Cleric entrances and and creatures will find that they are doing and saying things they never thought they would.

Divine Charm

When you choose this domain at 1st level, you learn the Friends cantrip. This cantrip doesn’t count against the number of cleric cantrips you know.

You also gain proficiency in Performance and you may use your Wisdom modifier instead of Charisma when you roll for this skill.

Domain Spells

Cleric Level Spells
1st Charm Person, Tasha's Hideous Laughter
3rd Enthrall, Phantasmal Force
5th Enemies Abound, Hypnotic Pattern
7th Charm Monster, Confusion
9th Creation, Modify Memory

Enhanced Enchantment

Starting at 1st level when you magically charm a creature you can choose to heighten the spell and keep its effects a secret. When the spell you have heightened ends the effected creature is unaware that it has been charmed even if the spell says differently.

Once you use this feature you can’t do so again until you finish a short or long rest.

Channel Divinity: Arcane Empathy

Starting at 2nd level, you can use your Channel Divinity to mystify and beguile creatures that witness you.

You can present your holy symbol and it allows you to cast a spell from the school of Enchantment that you do not know that is of a level that you can cast and provided you have the available spell slot and all components. The Enchantment spell you cast can be from any spell list.

Flourishing Spell

At 6th level when you cast an enchantment spell you can use your reaction to make a beautiful performance out of casting it. If the spell requires that a creature makes a saving throw then you can choose a creature within 30 ft of you that is targeted by the spell and can see you and try to bewilder it.

Make a Charisma (Performance) check contested by the creature's Wisdom (Insight) check. If you succeed on the check then the creature has disadvantage on the saving throw forced by the spell.

You can use this feature a number of times equal to your Wisdom modifier and regain all uses after a long rest.

Narrative Weaving

Starting at 8th level, a creature takes additional psychic damage equal to your Wisdom modifier when you deal damage with any cleric cantrip.

Art Credits

Randis - Storytelling
Viccolatte - Legend of the Cryptids - Annefarine

Unatural Charisma

At 17th level your control over creature's perception of reality and how they interact with the world is masterful.

If a creature within 60 ft of you would have their charmed condition ended you can use your reaction to attempt to continue the charm. The charmed creature must make a Charisma saving throw against your spell save DC. On a failure the creature continues to be charmed.

On subsequent turns, when you start your turn you can use your reaction to maintain the charm effect, extending its duration until the end of your next turn.

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.

Once you use this feature you can’t do so again until you finish a short or long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.