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Defiance Domain

Inspire rebellion against oppressors of freedom.

The Defiance domain focuses on despots and tyrants, seeing the oppression of rulers as the ultimate harm. Using their domains prowess, they invoke myriad forces to unite and fight back against the chains of cruelty, rather than directly leading the fight.

This domain is is particularly associated with gods of hope and change. In Mythwyn, many followers of Midir, god of ambition, find themselves within the Defiance domain.


Level 3: Defiance domain spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Defiance Domain Spells table, you thereafter always have the listed spells prepared.

Defiance Domain Spells
Cleric LevelPrepared Spells
3Bane, Bless, Enlarge/Reduce, Knock
5Dispel Magic, Nondetection
7Banishment, Freedom of Movement
9Dispel Evil and Good, Dream

Level 3: Clandestine Communication

When you scribe or otherwise communicate you can encode a hidden message to your communication in a way that is discernible to only people of your choosing. Another creature reading your writing or watching you communicate must succeed an Intelligence(Investigation) check against your spell save DC in order to recognise that you conveyed a hidden message and what it was. The details of your hidden message must be concise enough to be embedded in whatever medium you used to communicate it (DM’s discretion).


Level 3: Collective Defiance

As a Magic Action you present your Holy Symbol and expend a use of your Channel Divinity and choose one creature within 30 feet of you that you can see, choosing one of the following options:

  • Defy. The target must make a Wisdom saving throw against your spell save DC. On a failure, creatures other than you gain Resistance to all damage it deals of any type other than Force, until the end of it’s next turn.
  • Inspire. The target can immediately use it’s Reaction to move up to half of it’s Speed and make one attack with a weapon or an Unarmed Strike.

Level 3: Shared Focus

As a Reaction which you take when another creature you can see within 30 feet of your fails a Wisdom, Charisma or Concentration saving throw, the creature can reroll the saving throw with a bonus equal to your Wisdom modifier.
You can use this feature this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.


Level 6: Twofold Rally

When you cast the Bless or Bane spell using a spell slot, you can expend an additional spell slot of any level to alter the spell. When you do so, you can cast the other spell as part of the same action, at 1st level. When cast this way you maintain one concentration for both spells.

Additionally, while you are Concentrating on either spell, when you use your Collective Defiance feature you can target one additional creature that is under the effects of a Bane or Bless spell you cast. You can choose the same option, or change it for the new target.


Level 17: Tyrant’s Reckoning

When you use your Twofold Rally feature to alter the Bane or Bless spells, each spell is modifier in the following ways.

  • Bane. One target of the spell automatically fails it’s saving throw to resist the spell. You make this choice before each target make it’s saving throw.
  • Bless. The first time an affected creature damages a creature on it’s turn it can add the Bless bonus dice to the damage roll.

Additionally, while you are Concentrating on a spell you gain Resistance to the first instance of damage you take each turn.

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