At heart, the Tyranny domain reflects the urge to impose one’s will on others. Expressions of tyranny can be found throughout the world, from the monarch whose word is law, to the powerful crime lord who takes control of a city’s underworld. Merchants who have a monopoly over a crucial commodity, a benevolent dictator whose good intentions mask intolerance for competing views, or even the conquering general who always looks ahead to the next nation to fall under her control are further representations and find appeal in serving gods who would strengthen their authority. The gods of tyranny send their clerics to support these individuals, to help them expand their dominions, and silence any opposition they might face.
|1st||charm person, command|
|3rd||hold person, suggestion|
|5th||bestow curse, fear|
|9th||dominate person, hold monster|
At 1st level, you gain proficiency with martial weapons and heavy armor.
Blessing of the Tyrant
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Charisma (Intimidation) checks. The blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Authority
Beginning at 2nd level, you can use your Channel Divinity to impose your will on other creatures.
As an action, you present your holy symbol and channel divine authority at one creature you can see within 60 feet of you. Constructs are immune to this effect. The target creature must make a Wisdom saving throw. On a success, the creature becomes immune to this effect until you finish a long rest. On a failure, the creature becomes compelled until the start of your next turn. While compelled, when the creature takes its next turn, you can tell it what to do on its turn, deciding how it moves and uses an action. If the creature refuses, it takes psychic damage equal to 1d6 + half your level.
Channel Divinity: Fear the Tyrant
Starting at 6th level, you can use your Channel Divinity to fill an enemy attacking you with dread.
As a reaction, when a creature you can see attacks you, it has disadvantage on its attack roll. If the attack misses, the creature becomes frightened until the end of its next turn. Creatures that cannot be frightened are immune to this effect.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target of the same type normally dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.
In addition, creatures have disadvantage on saving throws against enchantment spells you cast.
The Book of the Righteous, Copyright 2002, 2017, Aaron Loeb