The Chain Domain

The flaming embrace of hellish chains around a darkened soul speak volumes to those of all faiths and beliefs. All evil beings reside somewhere, and the restraints that trap and contain such evils are the domain that some clerics choose to follow. As Gods falter and Celestials fall, only the chains of Holy Wrath stand strong and unbreaking, inspiring Clerics of the Chain Domain to seek the strength to hold back the inevitable darkness that tears down kingdoms and shatters the good in even the best of people. No god truly lays claim to the Chain Domain, as such, most gods of war or protection are often used in their stead.

Chain Domain Spells

Cleric Level Spells 1st Ensaring Strike, Entangle 3rd Hold Person, Earthbind 5th Slow, Magic Circle 7th Banishment, Evard's Black Tentacles 9th Wall of Force, Hold Monster

Bonus Proficiencies

At 1st level, you gain proficiency with all martial weapons.

Shackles Defense

Also at 1st level, when targeted by a melee attack, you may use your reaction to attempt to restrain them in a burst of chains that wrap around and bind them. The target must make a Strength Saving Throw against your Spell Save DC or be restrained until the start of their next turn. You may use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses after completing a long rest.

Channel Divinity: Incarcerate

Starting at 2nd level, you may use your channel divinity to force all creatures targeted by a spell you cast that inflicts the grappled, restrained or paralyzed condition with disadvantage on their first Saving throw against that spell.

Channel Divinity: Shackles of Pain

At 6th level, as an action you may expend a use of your Channel Divinity to target a creature within 15ft of you with the shackles of pain. The target must make a Constitution Saving Throw, on a failure you become resistant to all damage and whenever you take damage, the target of this feature takes the same amount of damage. This feature ends after a minute has passed or the target is further than 15ft away from you. The target may re-attempt the saving throw at the end of each of their turns.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy, branding them with your attacks like freshly forged chains. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra ld8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

One of Chains

At 17th level, your ability to bind the ever-present darkness has transcended physical form. Creatures with immunity to the Grappled, Restrained and Paralyzed conditions do not benefit from this immunity when targeted by class features or spells you cast that inflict those conditions.