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Cleric |
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Cleric: Divine Aspect: Tyranny |
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Your deity is aligned with the aspect of Tyranny, associated with
divine planes such as the Nine Hells, punishment, or planes of binding. |
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Tyranny Aspect Features |
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Tyranny Magic You learn one of
the following cantrips as a cleric spell: Attention grab, control
flames, sapping sting, influence. Aspect
Spells Spells
on the tyranny magic spells table are also cleric spells for you. Channel Divinity: Channel Aspect At
2nd level, you learn one of the following Channel Aspect options (see below): Binding Yoke,
Commanding Presence, Corrupting Touch. |
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Channel Aspect Options |
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Channel Divinity: Binding Yoke Required aspect: Evil, Order, Tyranny, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to bind creatures in mental or spiritual binds. As an action, each
creature of your choice within 10 feet of you must make a Charisma saving
throw. On a failed saving throw, a creature becomes restrained and weakened
until the end of your next turn. This effect ends early for a creature if
you move more than 10 feet away from it. Channel Divinity: Commanding Presence Required aspect: Order, Peace, Tyranny Starting at 2nd level, you can use your ‘channel
divinity’ to exert an awesome presence over others. As an action, you present your holy symbol, and each
creature of your choice that can see or hear you within 30 feet of you must
succeed on a Wisdom saving throw. On a failed saving throw, a target is charmed
by you until the end of your next turn or until the charmed creature
takes any damage. On a failed saving throw, you can also cause any of the charmed
creatures to drop what they are holding and become dazed while charmed. Channel Divinity: Corrupting Touch Required aspect: Destruction, Evil, Tyranny Starting at 2nd level, you can use your ‘channel
divinity’ to cause temporary corruption to take hold of a creature. As a bonus
action, a creature you touch must make a Wisdom saving throw. On a failed
saving throw, the creature becomes charmed by you and confused
until the end of your next turn. On a successful saving throw, the creature
becomes frightened of you instead. On its turn, if the creature rolls 9 or 10 when
determining its behaviour for being confused, it must use its action
on its turn to make an attack against a creature other than itself that you
mentally choose. |
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