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Ability
Tyranny
REG-CMN23V7J
Ability
Tyranny (Cleric)
Archive Status
Public
Last Revision
3 Jun 2026
Campaign
Shivath
Source: Homebrew (Shivath)
Domination arises in every form imaginable, not just in hearts full of destruction and chaos. These are the masters who arrange things to ensure that whatever happens, they always win. Know that there is no cost too great for glory.
| Level | Features |
|---|---|
| 3rd | Domain Spell; With An Iron Fist; Taskmaster; Channel Divinity: Demand Tribute |
| 6th | Oppression |
| 8th | Dominating Strike; Kneel To Your God |
At each indicated cleric level, you add the listed spells to your spells prepared.
1st: Command, Bane
3rd: Enthrall, Ray of Enfeeblement
5th: Hunger of Hadar, Conjure Barrage
7th: Blight, Shadow of Moil
9th: Dance Macabre, Dominate Person
You gain proficiency with heavy armor and deal an extra +1 point of damage with unarmed strikes while wearing heavy armor.
At 1st level, as an action you can coerce allies to comply with your orders, and for enemies to think twice about attacking you. Choose a number of enemies up to half your proficiency bonus within 60 ft. that you can see. Your allies have advantage on attack rolls against the chosen enemies, but disadvantage on attack rolls against all other creatures until the end of their next turn. The chosen enemies have disadvantage on attack rolls against you until the end of their next turn. Constructs and undead are immune to this effect. You may use this ability a number of times equal to your Wisdom modifier, and regain these uses after a long rest.
Starting at 2nd level, you can use your Channel Divinity to rightfully take what is yours from the unworthy. As an action, you present your holy symbol, affecting all other creatures within 30 ft. of you with this ability. For the rest of the encounter, you can potentially take benefits from the affected creatures in one of three ways:
You can receive a benefit from Demand Tribute in this way only once. At 6th level, you can receive two benefits, and three at 18th level.
Starting at 6th level, you have advantage on Charisma (Intimidation) checks. Furthermore, creatures affected by Taskmaster have disadvantage on their saves against your spells and other domain abilities.
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 an unarmed strike, you can cause the attack to inflict a Command on the target, as the spell.
Once per turn, you may cast the spell Hold Monster as a bonus action on any creature affected by Taskmaster. A creature that fails its save against this effect of Hold Monster is also forced to kneel to you – it is rendered prone.