Royalty Domain nlike those who serve on the ruling councils of certain pantheons, deities of the Royalty Commanded Obedience domain are sovereign gods. They are At 17th level, when you speak others will listen. As an monarchs of their own pantheons and action on your turn, you can present your holy symbol and powerful celestial beings whose very command the subservience of those around you. Creatures presence demands respect and obedience. of your choice within 30ft must make a Wisdom saving UExamples of these deities include , throw against your Spellcasting DC. On a failed save, the , Lolth, Yondalla, Io, Garl Glittergold, target falls to one knee, prone. They can re-roll the saving and Tiamat. Clerics of this domain learn to channel their throw at the end of each turn. On a success, the creature deity’s and authority. They are true may use half of its remaining movement to end the prone commanders who usually find themselves leading their condition. temples and organizations. If the target failed the initial save by 5 or more, that creature has disadvantage on attacks against you for next Royalty Domain Spells 24 hours, regardless of whether it remains prone. Cleric Level Spell Name 1st Command, Heroism 3rd Branding Smite, Crown of Madness Legal Stuff 5th Crusader's Mantle, Tiny Servant DUNGEONS & DRAGONS, D&D, , 9th Aura of Purity, Compulsion , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Bonus Proficiencies and other Countries. This work contains work that is At 1st level, you gain proficiency in the Persuasion and copyright Wizards of the Coast and/or other authors. Such Intimidation skills. You also become proficient with martial material is used under the Community Content Agreement weapons and heavy armor. for 's Guild. All other original text in this work is copyright 2020 by Zarajane Ferrier and published Godly Influence under the Community Content Agreement for Dungeon At 1st level, the authority of your deity gives you influence Master's Guild. over other leaders. You have advantage on Charisma checks against creatures in a position of power. Additionally, if the target creature of one of your Charisma (Persuasion and Intimidation) checks is of a race whose pantheon is lead by your deity, you may add double your proficiency bonus. Channel Divinity: Noble Inspiration Beginning at 2nd level, whenever a creature within 60ft of you is hit with a melee attack, you can use your reaction to call out a word of reassurance. That creature can immediately make one weapon attack with advantage against the hostile attacker. Sovereign Spellcaster Starting at 6th level, your influence continues past casual conversation. Creatures who have failed a contested check against one of your Charisma (Persuasion and Intimidation) attempts, have disadvantage on saves against your spells until ten minutes have elapsed. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns whenSample you hit a creature with a weapon attack, you can file cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

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