Dominant Class

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Level # of Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level

Level 7th Level 8th Level 9th Level

1 4 2 2 - - - - - - - -

2 5 2 3 - - - - - - - -

3 6 2 4 2 - - - - - - -

4 7 3 4 3 - - - - - - -

5 8 3 4 3 2 - - - - - -

6 9 3 4 3 3 - - - - - -

7 10 3 4 3 3 - - - - - -

8 11 3 4 3 3 1 - - - - -

9 12 3 4 3 3 2 1 - - - -

10 14 4 4 3 3 3 2 - - - -

11 15 4 4 3 3 3 2 1 - - -

12 15 4 4 3 3 3 2 1 - - -

13 16 4 4 3 3 3 2 1 1 - -

14 18 4 4 3 3 3 2 1 1 - -

15 19 4 4 3 3 3 2 1 1 1 -

16 19 4 4 3 3 3 2 1 1 1 -

17 20 4 4 3 3 3 2 1 1 1 1

18 22 4 4 3 3 3 3 1 1 1 1

19 22 4 4 3 3 3 3 2 1 1 1

20 22 4 4 3 3 3 3 2 2 1 1

Class Features
As a dominant, you gain the following class features.

Hit Points
Hit Dice: ​1d8 per dominant level
Hit Points at 1st Level: ​8 + your Constitution modifier
Hit Points at Other Levels: ​1d8 (or 5) + your Constitution modifier per dominant level after 1st
Proficiencies
Armor: ​Light Armor
Weapons: ​Simple weapons, flails, hand crossbows, nets, rapiers, scimitars, shortswords, whips,
Tools: ​Leatherworker’s Tools

Saving Throws: ​Intelligence, Charisma


Skills: ​Your choice of 3 from Animal Handling, Arcana, Deception, History, Insight, Intimidation,
Performance, and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
● A light crossbow and 20 bolts ​or​ any simple weapon
● A rapier ​or ​a shortsword
● A dungeoneer pack ​or ​an explorer’s pack ​or ​a scholar’s pack
● Leather armor, a whip, and leatherworker’s tools

Dominant’s Command
At 1st level, you gain the ability to forge a mental and magical bond with a consenting humanoid. This
may be a fellow player character or an NPC, as long as they consent. The person you forge this bond with
becomes a submissive. You can only have one submissive linked by this bond at a time, though you may
release your current submissive from the bond at any time you wish.
As a bonus action, you can Command your sub to take a certain action. Your sub will then gain one of the
following benefits, depending on the action Commanded, if they follow your command:
● Attack: Advantage on their next attack roll
● Cast a Spell: Either advantage on the spell attack roll, or impose disadvantage on a single target
of the spell, your choice.
● Dash or Disengage: The submissive’s movement speed increases by 10
● Help: Attacks that target the submissive until the end of their next turn have disadvantage.

Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes through your
sexual dominance. Your Spells are part of your vast repertoire, magic that you can tune to different
situations. See chapter 10 of the PHB for the general rules of Spellcasting and down below for the
dominant spell list.
Cantrips
You know two Cantrips of your choice from the dominant spell list. You learn additional bard Cantrips of
your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots
The dominant table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To
cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended
Spell Slots when you finish a Long Rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and 2nd-level spell slot
available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher


You know four 1st-level Spells of your choice from the dominant spell list.

You learn an additional dominant spell of your choice at each level except 12th, 16th, 19th, and 20th.
Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Dominant Spells you know
and replace it with another spell from the dominant spell list, which also must be of a level for which you
have Spell Slots.

Spellcasting Ability
Charisma is your Spellcasting Ability for your Dominant Spells. Your magic comes from the passion with
which you sexually dominate those around you. You use your Charisma whenever a spell refers to your
Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a
bard spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier


Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting
You can cast any dominant spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus (see "Equipment" in the PHB) as a Spellcasting focus for your Dominant
Spells.

Worship and Pampering


At 2nd level, your submissive can help you make the most of a short rest by servicing you, helping you
relax and heal. If your submissive does not regain hit points during a short rest, you regain an additional
1d8 hit points. This amount increases to 1d10 at 9th level and 1d12 at 13th.
Movement Command
Also at 2nd level, you can command your submissive to move only when told. Once initiative is rolled,
you can choose to swap initiative counts with your submissive.

Domming Style
At 3rd level, you select a domming style: Affectionate, Dominatrix or Seductive. Your style grants you
features at 3rd, 6th, 10th and 14th levels.

Ability Score Improvements


At 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase 1 ability score by 2, or 2 ability
scores by one. Alternatively, you can learn one feat for which you meet the prerequisites.

Diversion Tactic
At 5th level, you can magically defend yourself, turning attacks from you to your submissive. After
initiative is rolled, you may choose to cast the ​sanctuary ​spell on yourself. If a creature fails the Wisdom
save, the only creature they can target is your submissive. If the creature cannot target your submissive,
the attack or spell fails.
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses
on a long rest.

Essence of Grace and Dominance


At 20th level, you give off an aura of sexual dominance and power. You gain the following benefits:
● You have advantage on Intimidation and Persuasion checks
● If, when you take a short rest, you have bo note uses of Diversion Tactics available, you regain a
number of uses equal to your Charisma modifier (rounded down)
● If a creature fails the Wisdom saving throw caused by your Diversion Tactics, they become
frightened of you for 1 minute.

Affectionate
Affectionate dominants treat and care for their submissive more like pets than servants, often rewarding
their good behavior with buffs and healing.

Affection Magic
Starting at 3rd level, when learning spells upon leveling up, you can choose to learn a spell from the cleric
spell list in place of the dominant spell list. The spell is treated as a dominant spell for you. Otherwise,
you must follow the normal rules for learning spells.

Rewarding Praise
Also at 3rd level, you can reward your submissive for following your commands. When your submissive
follows the command given when you use your Dominant's Command feature, you can use your reaction
to grant your submissive temporary hit points equal to your dominant level.
Aftercare
At 6th level, you know how to nurture and care for your submissive during rest time. Instead of regaining
no health from hit dice during a short rest due to Worship and Pampering, you submissive can instead
gain half health from any hit dice they roll.

Angelic Beacon
At 10th level, you serve as a beacon for your submissive, keeping their mind clear while they are in your
presence. While your submissive can see and/or hear you, they cannot be charmed or frightened.

Inspiring Figure
At 14th level, your submissive will fight to their last breath for you, and even unconsciousness will not
keep them down. If your submissive is reduced to 0 hit points but not killed outright, you can use your
reaction to have them regain half their hit points. You can use this feature once, regaining the use of it
after a long rest.

Dominatrix
Dominatrix style dominants focus entirely on offense, and are often a fearsome sight to behold. Even their
submissive isn't safe from their wrath. In fact, they are often a primary target of it.

Whip Mastery
At 3rd level, your weapon of choice, the whip, becomes much stronger. The damage die for whips
becomes a d8 for you, and your whip attacks count as magical for the purpose of overcoming resistances.

Mass Punishment
Also at 3rd level, you learn how to empower your spells by targeting your submissive with them. If your
submissive is in the area of effect of a spell that requires a saving throw, all creatures (including your
submissive) have disadvantage on any and all saving throws imposed by the spell.

Extra Attack
At 6th level, when you take the attack action, you can attack twice instead of once.

Potent Cantrips
Also at 6th level, you can add your Charisma modifier to the damage done by a dominant cantrio you
cast.

Fierce Spells
At 10th level, your dominant spells become more powerful. You can add your Charisma modifier to one
damage roll of any dominant evocation spell you cast.
Power Drain
At 14th level, you have learned to drain energy from your submissive to cast spells. If your submissive
can cast spells, you can use one of their spell slots to cast spells, instead of your own. Alternatively, you
can drain 1 hit die per spell level from your submissive instead.

Seductive
Seductive dominants focus less on interacting with their sub (though of course they still exploit them),
and instead focus more on charming and seducing everyone else.

Heartbreaker
At 3rd level, you know how to crush the hearts and souls of those you've charmed. If you charm a
creature with a spell, you can end the charm effect early as a bonus action. If you do, the creature takes
1d8 psychic damage per turn it was charmed by you.

Heartstealer
At 6th level, you can instantly snap your submissive out of a charm induced by another creature by
replacing it with your own. If your submissive is charmed by a creature other than you, you can use your
reaction to end that charm, and make your submissive charmed by you for 1 minute. While charmed by
you, your submissive cannot be charmed by another creature.

Deep-Seated Charm
At 10th level, your charm becomes much more subtle, and dangerous. If a spell normally allows a
creature to be aware of being charmed by you after the charm effect fades, they instead make a Charisma
saving throw equal to your spell save DC. On a success, it remembers this as normal. On a fail, it doesn't
remember it was charmed by you. If it fails the save by 5 or more, it doesn't remember being charmed by
you, but it does remember having a pleasant experience in your company. For the next X days (X being
your Wisdom modifier), the creature has disadvantage on saves against being charmed by you.

Master of Seduction
By 14th level, you no longer need magic to charm people. As an action, you can make a Persuasion
check, then force a creature within 30 feet to make a Wisdom saving throw against that Persuasion check.
On a failed save, the creature is charmed for 1 minute. You can only have 1 creature charmed this way at
a time.

Dominant Spell List


Cantrips
Acid Splash, Blade Ward, COntrol Flame, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Light,
Mage Hand, Message, Poison Spray, Prestidigitation, Produce Flame, Resistance, Shocking Grasp, Thaumaturgy,
Thorn Whip, Toll the Dead, Vicious Mockery
Level 1
Alarm, Bane, Bless, Burning Hands, Cause Fear, Charm Person, Chromatic Orb, Command, Compelled Duel,
Comprehend Languages, Detect Magic, Disguise Self, Dissonant Whispers, Ensnaring Strike, Entangle, Hellish
Rebuke, Hex, Ice Knife, Inflict Wounds, Magic Missile, Ray of Sickness, Sanctuary, Sleep, Snare, Tasha's Hideous
Laughter, Unseen Servant

Level 2
Alter Self, Arcane Lock, Blindness/Deafness, Blur, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of
Madness, Detect Thoughts, Enthrall, Flame Blade, Flaming Sphere, Heat Metal, Hold Person, Invisibility, Magic
Mouth, Mind Spike, Nystul’s Magic Aura, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility,
Shatter, Silence, Suggestion, Warding Bond, Web, Zone of Truth

Level 3
Bestow Curse, Call Lightning, Counterspell, Dispel Magic, Fear, Fireball, Glyph of Warding, Hypnotic Pattern,
Lightning Bolt, Magic Circle, Remove Curse, Sending, Tiny Servant, Tongues

Level 4
Banishment, Charm Monster, Compulsion, Confusion, Control Water, Dominate Beast, Fire Shield, Grasping Vine,
Greater Invisibility, Ice Storm, Mordenkainen’sFaithful Hound, Mordenkainen’s Private Sanctum, Otiluke’s
Resilient Sphere, Polymorph, Storm Sphere, Vitriolic Sphere, Wall of Fire

Level 5
Awaken, Bigby’s Hand, Circle of Power, Cone of Cold, Dominate Person, Dream, Geas, Hold Monster, Immolation,
Mislead, Modify Memory, Rary’s Telepathic Bond, Seeming

Level 6
Blade Barrier, Chain Lightning, Circle of Death, Contingency, Create Homunculus, Disintegrate, Eyebite,
Forbiddance, Globe of Invulnerability, Guards and Wards, Mass Suggestion, Mental Prison, Otiluke’s Freezing
Sphere, Otto’s Irresistible Dance, Primordial Ward, Soul Cage

Level 7
Crown of Stars, Delayed Blast Fireball, Fire Storm, Force Cage, Mordenkainen’s Magnificent Mansion,
Mordenkainen’s Sword, Prismatic Spray, Power Word Pain, Reverse Gravity, Sequester, Simulacrum, Symbol

Level 8
Antimagic Field, Antipathy/Sympathy, Control Weather, Dominate Monster, Feeblemind, Glibness Incendiary
Cloud, Maze, Mind Blank, Power Word Stun, Telepathy

Level 9
Imprisonment, Invulnerability, Mass Polymorph, Meteor Swarm, Power Word Kill, Prismatic Wall, Psychic Scream,
Shapechanger, Storm of Vengeance, Time Stop, True Polymorph, Wish

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