Subclass

Dissonance Clerics: Make Avernus Great Again

Content Warning: Politics and the far right. I've been grossly fascinated with the political discourse of conspiracists like Q-Anon, anti-vaxers, and flat earthers. In an age of unlimited information, somehow various groups of dumb-dumbs found a way to latch on to such utter nonsense. There's something almost religiously zealous about it; to believe so fervently in a set of falsehoods that it becomes real to you.

The Dissonance Cleric is a perfect fit for players who want to play the type of character who conveniently reshapes reality around them to fit their ideological narrative in such a way that it feels impossible to disprove them (even with the most basic logic).

Inspiration art for designing your own dissonance cleric

The Dissonance Domain offers an expanded spell list designed to rewrite reality with spells like Seeming and Reverse Gravity and drown out dissenters with Dissonant Whispers and Wall of Sand.

At 8th level, these clerics can act so counter to reason that it literally does explosive psychic damage with The Unexpected. And at 17th level, these clerics can enchant others to follow their fractured world view, expanding the reach of whatever chaotic god they worship.

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Cleric: Dissonance Domain

"Make Avernus Great Again"

The Dissonance Domain requires an all-out dedication to a fey, abyssal, or demonic entity that weaves new threads of distorted reality to sew discord and chaos through the realm (such as Cyric, Leira, Tymora, or Zuggtmoy). In service of their deity, devoted clerics of this domain travel the lands using wily magic and chaotic blessings to push back against the forces of logic and order regardless of the consequences.

Dissonance Domain Spells

You gain domain spells at the cleric levels listed in the table below. See the Divine Domain class feature for how domain spells work.

Spell Level Spells
1st Cause Fear, Dissonant Whispers
3rd Counterspell, Wall of Sand
5th Seeming, Synaptic Static
7th Project Image, Reverse Gravity
9th Imprisonment, Prismatic Wall


Just keep talking

when you choose this domain at 1st level, you gain proficiency in either persuasion or intimidation.


Alternate Facts

At 1st level, you gain an alternative understanding of how the world works. Whenever you are compelled to make a deception check, you can instead choose to make a persuasion or intimidation check.


Channel Divinity: Magical Distortion

At 2nd level,  you can employ your magical distortion to refute easily-provable facts and concepts. When you fail a wisdom or intelligence saving throw, you can choose to succeed instead.


Channel divinity: Shouting Match

At 6th level, when a creature within 30 feet of you casts a spell with verbal components, you can use your reaction to attempt to distract that creature. The creature must make an Intelligence saving throw against your spell save DC. On a failed save, the spell fails. If you are silenced or the target is deafened, the target automatically succeeds on their saving throw.


The unexpected

At 8th level, you use the superior and unpredictable tactics evangelized by your domain to make wild combat choices. You gain the ability to infuse your weapon strikes with dumbfounding and  illogical damage. 

Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an extra 2d4 psychic damage to the target. Any 4's rolled gain an additional +2 psychic damage. When you reach 14th level, the extra damage increases to 4d4. 


Followers of dissonance

At 17th level, you have perfected your ability to convince others to live under the alternate reality of your domain, granting you a small following.

You speak with a creature that can understand you for one minute. If the creature has an Intelligence score of 8 or lower and a CR of 2 or lower, it becomes charmed and is under your command for up to 8 hours. The effect ends if it is magically dispelled. You can also dismiss the effect as a free action. 

Once on each of your turns as a bonus action, you can mentally command one follower to move up to 30 feet and interact with an object. The follower can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. It can also make any non-combat actions specifically outlined in its statblock. Once you give the command, the follower performs the task to the best of its ability until it completes the task, then waits for your next command.

Followers do not get initiative. However, when you take the Attack action, you can forgo one of your own attacks to allow one follower to make one attack with its reaction. If a follower's HP drops to 0 the follower dies.

If an attack is made against you, one follower within 15 feet of you can use its reaction to make a (DC13) dexterity saving throw to attempt to block it and absorb the damage. 

You can collect up to 5 followers but the cumulative CR of your followers cannot exceed 2. Any attempt to exceed the CR limit dispels the charmed status of all followers.

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