Divine Aspects

Tyranny

Your deity is aligned with the aspect of Tyranny, associated with divine planes such as the Nine Hells or Acheron in the Great Wheel cosmology.

 

Tyranny Aspect

You learn one of the following cantrips: control flames, death touch,  sapping sting, influence.

Aspect Spells

The following spells are cleric spells for you:

  • 1st level unseen servant, ensnaring strike, hellish rebuke

  • 2nd level detect thoughts, hold person, infernal contract

  • 3rd level animate dead, dispel magic, fear

  • 4th level dominate beast, locate creature, compulsion

  • 5th level infernal calling, planar binding, dominate person

  • 6th level mental prison, mass suggestion

  • 7th level forcecage, power word pain

  • 8th level dominate monster, incendiary cloud

  • 9th level imprisonment, psychic scream

Channel Divinity: Channel Aspect

At 2nd level, you learn one of the following Channel Aspect options (see below):

Binding Yoke, Commanding Presence, Corrupting Touch.

Channel Aspect Options

At 2nd level, you can choose one of the following channel divinity options based on your chosen divine aspect:

Channel Divinity: Binding Yoke

Required aspect: Evil, Order, Tyranny, Unaligned

Starting at 2nd level, you can use your channel divinity to bind creatures in mental or spiritual binds. As an action, each creature of your choice within 10 feet of you must make a Charisma saving throw. On a failed saving throw, a creature becomes restrained until the end of your next turn. This effect ends early for a creature if you move more than 10 feet away from it.

Channel Divinity: Commanding Presence

Required aspect: Order, Peace, Tyranny

Starting at 2nd level, you can use your channel divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. When a creature fails a saving throw against this channel divinity, you can also cause it to drop whatever it is holding. 

Channel Divinity: Corrupting Touch

Required aspect: Destruction, Evil, Tyranny

Starting at 2nd level, you can use your channel divinity to cause temporary corruption to take hold of a creature. As an action, a creature you touch must make a Wisdom saving throw. On a failed saving throw, the creature becomes charmed by you and confused until the end of your next turn. On its turn, if the creature rolls 9 or 10 when determining its behaviour for being confused, it must use its action on its turn to make an attack against a creature other than itself that you mentally choose. On a successful saving throw, the creature becomes frightened of you instead.