I wanted to play a priestess of Sharess in our 5e game, so I worked on creating this Charm Domain for her. I used several of the PHB domains for inspiration, and the people over at /tg/ gave some great suggestions and flavor. I’m not certain on the wording or the feature names yet, but I think it’s about 90% done. Any feedback would be appreciated!
CHARM DOMAIN
DOMAIN SPELLS
1st-charm person, command
3rd-suggestion, calm emotions
5th-hypnotic pattern, tongues
7th-compulsion, confusion
9th-dominate person, geas
IMPROVED FRIENDS CANTRIP
When you choose this domain at 1st level, you gain the friends cantrip if you don’t already know it. In addition, when you cast friends on a creature, it no longer becomes hostile when the spell effect ends.
INSPIRE DOUBT
Also at 1st level, you can cause attackers to doubt their resolve to strike you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll. An attacker that can’t be charmed is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: MASS CHARM
Starting at 2nd level, you can use your Channel Divinity to charm nearby humanoids. As an action, you present your holy symbol and invoke the name of your deity. You then attempt to charm up to twelve humanoids of your choice that you can see within 30 feet of you. Each target must make a Wisdom saving throw. On a failed save, the target is charmed by you for 1 minute or until you or your companions do anything harmful to it. A charmed creature regards you and your companions as friendly acquaintances.
QUICKSILVER TONGUE?
Beginning at 6th level, your charm person domain spell now effects all living creatures. Also, you gain advantage on saving throws against being charmed.
DIVINE STRIKE
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
MASTER OF CHARMS
At 17th level, you can issue commands to the humanoids that are under the effect of your Mass Charm feature. On your turn, you can take a bonus action to verbally command what each of those creatures will do on its next turn.
CHARM DOMAIN
DOMAIN SPELLS
1st-charm person, command
3rd-suggestion, calm emotions
5th-hypnotic pattern, tongues
7th-compulsion, confusion
9th-dominate person, geas
IMPROVED FRIENDS CANTRIP
When you choose this domain at 1st level, you gain the friends cantrip if you don’t already know it. In addition, when you cast friends on a creature, it no longer becomes hostile when the spell effect ends.
INSPIRE DOUBT
Also at 1st level, you can cause attackers to doubt their resolve to strike you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll. An attacker that can’t be charmed is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: MASS CHARM
Starting at 2nd level, you can use your Channel Divinity to charm nearby humanoids. As an action, you present your holy symbol and invoke the name of your deity. You then attempt to charm up to twelve humanoids of your choice that you can see within 30 feet of you. Each target must make a Wisdom saving throw. On a failed save, the target is charmed by you for 1 minute or until you or your companions do anything harmful to it. A charmed creature regards you and your companions as friendly acquaintances.
QUICKSILVER TONGUE?
Beginning at 6th level, your charm person domain spell now effects all living creatures. Also, you gain advantage on saving throws against being charmed.
DIVINE STRIKE
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
MASTER OF CHARMS
At 17th level, you can issue commands to the humanoids that are under the effect of your Mass Charm feature. On your turn, you can take a bonus action to verbally command what each of those creatures will do on its next turn.