Cleric Social Abilities

Inspired Words

Your deity guides the very words you speak, whether to soothe or to chastise.   You gain Proficiency in Insight. If you already have it, then you gain expertise in Wisdom (Insight) [Reprimand] or Wisdom (Insight) [Comfort]. When you make social attacks with the chosen expertise, your damage die increases to 1d8.  

Proselytization

As a cleric, you are charged with spreading your faith to the ends of the earth and beyond, by force if necessary.   Starting at 3rd level, pick one of the following Proselytization paradigms. This paradigm represents the methodology by which you were trained to spread your faith.  

Evangelist

You know how to sway crowds of people with well-picked words and logical arguments.    When you make a Persuasion check you can choose whether to use Intelligence (representing logical arguments) or Charisma (representing emotional arguments). Gain Expertise in Persuasion (Proselytization).  

Counselor

You are trained in how to guide an individual with advice, consolation, and tempering admonishment.
When you succeed an Insight check, you can add your Wisdom Bonus to your next Persuasion or Intimidation check targeting that creature.  

Religious Studies

You have studied long and hard, gaining knowledge about certain aspects of your faith.
When you reach 7th level, You gain proficiency in Religion. If you are already proficient in Religion, then you can choose one of the following expertises as it relates to your faith.
  • Religion (Rituals/Customs)
  • Religion (History)
  • Religion (Enemies of the Faith)
  • Religion (Allies of the Faith)
  • Religion (Afterlife/Death)
  • Religion (Divine Spell Knowledge)
 

Words of Radiance

Your proselytization takes on a divine radiance, empowering your words.
When you reach 9th level, you can use your Evangelist or Counselor abilities to manipulate or rejuvenate other creatures. Your social attacks with these skills deal an extra 1d4 Social damage.  

Mass Conversion (Evangelist)

If you do not already have Expertise in Persuasion (Proselytization), you gain it.   Your social attacks made with Persuasion (Proselytization) affect everyone who is actively listening to you.  

Unnerving Insight (Counselor)

When an ally suffers social damage, you can use your Reaction to make a Wisdom (Insight) [Reprimand] Check or Wisdom (Insight) [Comfort] Check, treating the attacker's attack roll as the DC. If you succeed, the attacker suffers 1d8 Social damage if you used Reprimand, or the damage to your ally is reduced by 1d4 if you used Comfort.  

Divine Insight

Your faith grants you some measure of sight into the supernatural.
When you reach 13th level, you gain the ability to feel the divine energies that suffuse an area. You know when you enter an area that is significant to a deity, or where a deity has significant influence (such as a hallowed, sanctified, or desecrated area, or a temple or shrine). You can use Insight or Religion to determine which deity the area is influenced by.   Starting at 15th level, you gain the ability to partially see into the planes that overlap with the material plane. You can sense the location of creatures within 30ft of you that are in the Reflection Planes (such as ghosts, or invisible creatures). However, you only sense them vaguely, and they count as Heavily Obscured from you.