Charisma being a dump stat for clerics doesn't make sense to me thematically. Priests and other holy men tend to lead flocks of followers and be compelling public speakers. Plus my campaign needs a face and I like playing both faces and clerics. I'm working on a homebrew Cleric domain to favor Charisma and charm effects and playing up the religious aspect of the class. It is not intended to be the strongest possible option for an optimized character, but rather to be in the middle levels of power, but compelling for a more roleplaying focused game.
Miracle Domain
1st Level: Charisma replaces Wisdom for Cleric spellcasting. You gain the cantrips Friends and Prestidigitation, and proficiency with one Charisma based skill.
2nd Level: You gain access to the spells in () on your Domain list as they become available. These spells may only be cast as rituals.
6th Level: You may use Channel Divinity to grant a creature within 30 ft. disadvantage on Wisdom saving throws grant advantage to Wisdom saving throws to resist abilities of that creature for the next minute.
8th Level: Upon reaching 8th level, choose from among Aberrations, Celestials, Constructs, Fey, or Fiends a Monster Type that your Deity despises (your DM must approve the choice as plausible. Fiends or Celestials will most frequently be the appropriate choice) your turn and destroy undead abilities can be used against monsters of this type as well.
17th Level: (tbd, open to suggestion)
Domain Spells
1st: Cure Wounds, Charm Person, (Comprehend Languages)
3rd: Blindness/Deafness, Suggestion, (Animal Messenger)
5th: Tongues, Fear, (Water Walk)
7th: Compulsion, Confusion, (Divination)
9th: Geas, Dominate Person, (Contact other Plane)
Miracle Domain
1st Level: Charisma replaces Wisdom for Cleric spellcasting. You gain the cantrips Friends and Prestidigitation, and proficiency with one Charisma based skill.
2nd Level: You gain access to the spells in () on your Domain list as they become available. These spells may only be cast as rituals.
6th Level: You may use Channel Divinity to grant a creature within 30 ft. disadvantage on Wisdom saving throws grant advantage to Wisdom saving throws to resist abilities of that creature for the next minute.
8th Level: Upon reaching 8th level, choose from among Aberrations, Celestials, Constructs, Fey, or Fiends a Monster Type that your Deity despises (your DM must approve the choice as plausible. Fiends or Celestials will most frequently be the appropriate choice) your turn and destroy undead abilities can be used against monsters of this type as well.
17th Level: (tbd, open to suggestion)
Domain Spells
1st: Cure Wounds, Charm Person, (Comprehend Languages)
3rd: Blindness/Deafness, Suggestion, (Animal Messenger)
5th: Tongues, Fear, (Water Walk)
7th: Compulsion, Confusion, (Divination)
9th: Geas, Dominate Person, (Contact other Plane)