Cleric

 

Cleric: Divine Aspect: Tyranny

Your deity is aligned with the aspect of Tyranny, associated with divine planes such as the Nine Hells, punishment, or planes of binding.

Tyranny Aspect Features

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.

Tyranny Magic Spells

Spell level

Spell

1

Unseen servant, ensnaring strike, hellish rebuke

2

Detect thoughts, hold person, infernal contract

3

Animate dead, dispel magic, fear

4

Dominate beast, locate creature, compulsion

5

Infernal calling, planar binding, dominate person

6

Mental prison, mass suggestion

7

Forcecage, power word pain

8

Dominate monster, incendiary cloud

9

Imprisonment, psychic scream

Channel Aspect Options

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.