Covenant Domain in Dromaria | World Anvil

Covenant Domain


Clerics of the Covenant domain are upholders of faith and their sacred doctrine. They are tasked with the protection of an ancient set of ancestral rules keeping peace between dragons and mortals. Whether it's bringing justice to offenders or traveling great distances in missionary service to the dragons, clerics of The Covenant are hailed as champions as well as lawful guides and protectors of common folk.   Those destined to maintain the Covenant are held to loftier standards than most, their faith expecting them to be an exemplary example of their righteous cause. This may cause strangers to look to you in times of distress and injustice, or help you gain audiences with important figures. In exchange for their service, clerics of the Covenant are taught true draconic, granting them tremendous power with a simple spoken word.   Domain Spells
You gain domain spells at the cleric levels listed in The Covenant Domain Spells table.   Draconic Teachings
At 1st level you learn Draconic. You also become proficient in Arcana.   Dragon’s Focus
Starting at 1st level, you are capable of using a portion of your power to place focus on a creature, reducing its defenses. As an action you can target a creature you can see and choose one ability. The target has disadvantage on saving throws made with the chosen ability. This effect lasts for 1 minute or until the creature is reduced to 0 hp. You can target only one creature at a time with this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Draconic Edict
Starting at 2nd level, you can use your Channel Divinity to speak words of power as the dragons do.   As an action you can speak one of the following draconic words and present your holy symbol. Upon doing so you gain the following effects:  
  • “Jin-wa” - Mute. Choose a creature within 30 feet. The target must succeed on a Wisdom saving throw or be unable to speak. This effect lasts for 1 minute. A creature may repeat the saving throw at the end of each of its turns to end this effect.
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  • “Locke’ish” - Exile. Choose a creature within 60 feet to teleport away. The target must succeed on a Constitution saving throw, or it is teleported to an unoccupied space of your choice that you can see within 120 feet. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
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  • “Egrem-bow” - Shackle. Choose one creature you can see within 120 feet that is no larger than huge. Red chains of essence wrap around the creature. The target must succeed on a Strength saving throw, or its speed (if any) is reduced to 0 feet for the shackle’s duration. An airborne creature affected by this ability safely descends at 60 feet per round until it reaches the ground or the effect ends. This effect lasts for 1 minute. A creature may repeat the saving throw at the end of each of its turns to end this effect.
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  • “Naush” - Forbidden. Choose a creature within 90 feet that is one of the following types: celestials, elementals, fey, fiends, or undead. The creature must make a Charisma saving throw. If the creature fails you create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on the creature. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly leave the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets outside the cylinder. Targets outside the cylinder can’t be charmed, frightened, or possessed by the creature.   A creature may repeat the saving throw at the end of each of its turns to end this effect. After 3 failures they become permanently trapped inside. The circle lasts until dispelled and may be done as a free action.
  Refined Focus
Starting at 6th level, creatures you have targeted with your dragon’s focus also have disadvantage on ability checks and attack rolls made with the chosen ability.   Divine Strike
At 8th level, you gain the ability to bolster your strikes with exceptional force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Flawless Focus
At 17th level when you use dragon’s focus you may choose an additional creature. Any creatures targeted this way cannot regain hit points until the effect ends or the dragon’s focus is removed.
Covenant Domain Features
 
Cleric
Level
Feature
1st Draconic Teachings, Dragon's Focus
2nd Channel Divinity: Draconic Edict
6th Refined Focus
8th Divine Strike
17th Flawless Focus

Covenant Domain Spells
 
Cleric Level Spells
1st Detect Magic, Protection from Evil and Good  
3rd Continual Flame, Zone of Truth  
5th Dispel Magic, Tongues  
7th Banishment, Private Sanctum  
9th Flame Strike, Geas  
Grivane Ward
"Champion of Matunas"
  High Priest Grivane was the longest-tenured leader of the Covenant religions in modern memory. His political acumen and relations with the dragons of Erimata served generations, enabling one of the longest periods of peace in Dromaria. Until his untimely death, Grivane became the global representative of the Covenant Domain, inspiring others and enabling the will of the dragons.   Regardless of resistance, misdirection, or deceit, Grivane was unrelenting in his quest to stop the Prophet Stroud. Serving as a mortal representative of the Covenant is a responsibility, one that Grivane took on with intensity and grit. He put everything on the line for his faith, and in turn, gave the ultimate sacrifice.   Playing a cleric who embodies this sacred agreement is to serve something much larger than yourself. Grivane was an example of one who has taken the Covenant Domain to its limits, serving its ideals to the extreme. Whether you wish to live up to these expectations or defy them is a decision you will have to make. Just as Grivane walked his path, forging new frontiers despite great resistance, you too will have to choose how you serve the world.


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