Nobility Domain

The gods of nobility are the gods of monarchies, feudal hierarchies, of organized societies where everyone knows their place and works to fulfill their obligations. It should be no surprise that their clergies are as highly organized and hierarchical, and that their clerics come from the upper classes. Clerics of nobility know their place and are quick to ensure that their duties are fulfilled, and often that their rights are invoked as well.

Nobility Domain Spells
Cleric Level Spells
1st charm person, heroism
3rd enthrall, suggestion
5th fear, phantom steed
7th divination, dominate beast
9th dominate person, legend lore

Warrior First

Like all nobles should be, you are a warrior who protects your vassals. You gain proficiency with marital weapons and medium armor.

Channel Divinity: Rally!

Starting at 2nd level, you can use your Channel Divinity to encourage your allies and drive them forth to greater efforts.

As an action, you present your holy symbol and evoke your deity’s name. All allies within a 30 foot cube gain a number of temporary hit points equal to your Wisdom modifier, and they may make a saving throw against an ongoing effect thy are under.

Lordly Grace

Beginning at 6th level, you may invoke your god and the rights accorded to people of your status, granting you advantage on Charisma (Intimidation and Persuasion) checks. You may do this a number of times equal to your Wisdom modifier, and regain uses following a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Majestic Display

Starting at 17th level, you can use your Channel Divinity to awe both friends and foes.

As an action, you present your holy symbol and evoke your deity’s name. All foes within a 30 foot cube must make a Wisdom save or suffer 2d8 psychic damage and gain the frightened condition, and must make that save at the end of their turn, ending the effect once they pass a save. All allies within a 30-foot cube are heartened by your presence and end any conditions affecting them.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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