Cleric: Oratory Domain
by Nikos Konstans
The honied words of the divine drive the devout to do a great many things. These words provide sage wisdom, they can imbue the most downtrodden with a sense of purpose, or they can bring about sanctified ruin to all who oppose those words. Clerics of the Oratory domain interpret the will of the deity they serve. Their power often compared to that of a prophet, clerics of this domain are either revered or despised depending on their interpretations.
Oratory Domain Spells
Cleric Level Spell
1st Charm Person, Dissonant Whispers
3rd Magic Mouth, Suggestion
5th Fear, Sending
7th Charm Monster, Phantasmal Killer
9th Commune, Dominate Person
Tongue of Eloquence
When you choose this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion.
Voice of Imposition
Starting at 1st level, your voice can bring great comfort to your allies just as easily as it can bring ruin to your foes. You learn the Guidance and Vicious Mockery cantrips which are considered cleric cantrips for you and don’t count against the number of cleric cantrips you know.
When you deal psychic damage with a spell, you can make your words linger and cause the target of that spell to take damage equal to your wisdom modifier (minimum of 1) at the start of their next turn. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you complete a long rest.
Channel Divinity: Demanding Presence
Starting at 2nd level, you can use your Channel Divinity to empower your voice and your divine magics.
Your voice is enhanced in this way for one minute, or until you lose concentration (as if you were concentrating on a spell). You can cast any enchantment spell you have prepared as a bonus action. Once per turn, when you deal psychic damage to a creature, you can choose to move the creature up to 5 feet to a point of your choice.
Channel Divinity: Psychic Overload
Beginning at 6th level, you can use your channel divinity to overwhelm the minds of your foes.
As an action, select a number of creatures equal to your wisdom modifier (minimum of 1) within 30 feet of you. They must make an intelligence saving throw. A creature takes psychic damage equal to 3d12 + your cleric level and they fall prone on a failed saving throw, and they take half as much and are not knocked prone on a successful one.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Word of Divinity
At 17th level, your voice has been imbued with the very essence of the divine. You learn the spells Power Word Pain, Power Word Stun, Power Word Heal, and Power Word Kill. These spells are always considered prepared for you, they do not count against the total number of spells you can prepare, and you can cast those spells as bonus action.
When you cast any of those spells, you can choose to target two creatures instead of one as long as both are within 30 feet of each other and both are within range of the spell. You can do this twice and regain the ability to do so after finishing a long rest.
Legal
Cleric: Oratory Domain is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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