Control Domain (5e Subclass)
Control Domain
As a cleric of control you learn how the world works and why it works this way. You control yourself and others however you see fit. Clerics of this domain can often be seen as the heads of organizations like mayors or mob bosses.
Expanded Spell List
Cleric Level | Spells |
---|---|
1st | command, protection from evil and good |
3rd | calm emotions, zone of truth |
5th | beacon of hope, counterspell |
7th | banishment, private sanctum |
9th | dominate person, geas |
Controlling Wisdom
At 1st level, you gain the friends cantrip if you don't already know it. You also gain proficiency in the Persuasion skill.
Note it is highly encouraged for this subclass to make sense that you are of some sort of lawful alignment.
Channel Divinity: Commanding Presence
Starting at 2nd level you can use your Channel Divinity stop enemies in their tracks, when an enemy moves towards you or makes an attack roll against you can use your reaction to make the make a Wisdom saving through against your spell save DC. On a failed save they cannot move toward you or target you for an attack until the end of their next turn.
Sharpening of the Mind
At 6th level, you gain telepathy 30ft if you already have telepathy it is extended by 30ft and resistance to psychic damage. You are immune to being charmed, and have advantage on Wisdom and Charisma saving throws.
Mantle of Control
At 8th level, you exude an Aura of divine control to a 30ft spherical radius from your space as long as you are not incapacitated. Everyone in the area will feel a sense of control and focus at all times. While in this aura all allies have advantage on concentration check as well as adding half your spell casting modifier rounded down to their attack rolls, this increasing to your full spell casting modifier at 12th level.
Call to Order
At 17th level, can use an action to end all concentration and all rage-like effects in a 60ft radius of you along with casting command on everyone within that same radius. Alternatively you can use an action to make all characters activate all concentration (effect chosen at random) and rage-like effects if able. This feature can not be used again tell after a long rest.
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