Bretts D&D Next
Back to Cleric
LEADERSHIP DOMAIN SPELLS
Cleric Level – Spells
1st – bless, command
3rd – detect thoughts, zone of truth
5th – beacon of hope, fear
7th – aura of purity, compulsion
9th – geas, rary’s telepathic bond
Silver Tongue: At 1st level, you gain proficiency in Persuasion. If you are already proficient, you gain Expertise in it instead.
Additionally, you gain the vicious mockery cantrip. This cantrip counts as a cleric cantrip for you.
Inspiration: Starting at 1st level, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest.
Your inspiration die increases as you gain level, increasing to a d8 at 10th level and to a d10 at 15th level.
Channel Divinity: Guiding Word
Starting at 2nd level, you can use your Channel Divinity to guide others to perform better. When a creature within 30 feet of you that can hear you makes an ability check, attack roll or saving throw, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Inspiring Leader: At 6th level, you gain the Inspiring Leader feat as a bonus feat.
Mind Clearing Command: Starting at 8th level, as an action you can speak to a creature within 30 feet of you that can hear you to end one effect on that creature that is causing them to be charmed or frightened.
Commanding Inspiration: You and friendly creatures within 30 feet of you that can see or hear you gain immunity to the charmed and frightened conditions. You must be conscious to grant this bonus.
Additionally, you regain all of your uses of Inspiration when you finish a short rest.
Read more: http://www.enworld.org/forum/5earchetypes/showentry.php?e=57&catid=1#ixzz3JDnJ2tAj