Tyranny Domain

Mighty are the gods. The world and its peoples are shaped by their will, and it is their ability to bring the masses to heel that makes them divine. Aspects of tyranny are found in every deity that has strict codes of conduct for their followers, but some gods and goddesses openly embrace their desire for absolute control. As a cleric of Tyranny, you bring law to a world in desperate need. You force convergence, uniting disparate factions under your banner. You give the orders, others obey.




Tyranny Domain Features

Cleric Level Feature
1st Divine Authority, Domain Spells, Veiled Threats
2nd Channel Divinity: Booming Oration
6th Tyrannical Will
8th Channel Divinity: Subjugate the Weak
17th Commanding Power



Divine Authority

At 1st level, you gain proficiency in the Intimidation skill and have advantage on saving throws and ability checks against any effect that would inhibit your ability to speak.

You gain spells at the cleric levels listed.

Tyranny Domain Spells

Cleric Level Spell
1st command, unseen servant
3rd hold person, warding bond
5th dispel magic, slow
7th banishment, compulsion
9th geas, hold monster



Veiled Threats

At 1st level, as a bonus action you can attempt to cow a creature you can see within 60 feet. A creature that can’t hear you is immune to this ability. Make an Intimidation check opposed by the target’s Insight check. If you win the contest, the creature has disadvantage on its next saving throw against an effect produced by you. If you lose the contest, the creature is immune to this ability for the next 24 hours. This effect lasts until the end of the target’s next turn. A creature immune to the frightened condition is immune to this effect.




Channel Divinity: Booming Oration

Starting at 2nd level, you can use your Channel Divinity to increase your voice to deafening levels. As an action, you present your holy symbol, and for one minute your voice can be heard in a 1-mile radius centered on you. All creatures that hear your voice are able to understand your speech, even if you do not share a language. Magical effects that prevent speech or sound, such as silence, have no effect on this feature.

The duration of this effect increases up to 10 minutes at 8th level, and up to one hour at 17th level.




Tyrannical Will

Starting at 6th level, you have advantage on saving throws against effects that would make you charmed or frightened.




Channel Divinity: Subjugate the Weak

Starting at 8th level, you can use your Channel Divinity to rally lesser beings to your cause. If you spend one continuous hour speaking to a humanoid with a challenge rating no greater than one-fourth your cleric level (rounded down), you may use your Channel Divinity to recruit that creature as a follower to your cause. Creatures immune to the charmed condition are immune to this effect.

The follower views you as a legitimate authority figure and is friendly toward you. Followers still maintain their own goals and interests, but they do their best to aid you without compromising their own ideals and motivations. You have advantage on Intimidation ability checks to influence the follower to act contrary to its own interests, but doing so allows the follower to attempt a Wisdom saving throw versus your spell save DC. On a success, the follower is no longer loyal to your cause and does its best to distance itself from you in the future. If your Intimidation check succeeds, the follower does as you order, and only after it is finished does it seek freedom.

You may have more than one follower using this feature, as long as their combined challenge rating is no greater than one-quarter of your cleric level (rounded down).




Commanding Power

At 17th level, you can imbue spells you cast with overwhelming authority. When you cast a spell that forces one or more creatures to attempt a saving throw, you can use a bonus action to cast the command spell, ignoring the normal restrictions on casting multiple spells in a single turn. You must still expend a spell slot to cast command in this manner, including casting it at higher levels to affect more creatures.




Ref: T&H p386-388