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Path to Conquest
By Robert J. Schwalb
Illustration by Nico Photos
You stand at the forefront of the campaign to spread
your deity’s banner across the world. For you, con-
quest is more than victory through skill at arms or
mastery of magic: It means absolute domination, shat-
tering a foe’s resistance and enslaving it to your god’s
will. Other clerics might be content to defeat their
enemies and move on, but you respond to defiance or
dissent with crushing violence. You seek to unify the
world under an empire with your god and church at
its head.
Some divine servants see domination as the ulti-
mate expression of order and seek good ends by any
means, including brutality, warfare, and tyranny.
Fear is the ultimate weapon in such an arsenal,
enforcing control by breaking an enemy’s morale.
However, imposing one’s will on others exacts a high
price. Many prayers associated with this domain
draw on the power of the Shadowfell to bring about
the desired outcome. Threads of darkness are woven
into the fabric of divine energy that issues from those
gods who claim domination as part of their portfolios,
and clerics who embrace such power are continu-
ally tempted by dark impulses to wield it for selfish
purposes.
This article presents the domination domain for
warpriest clerics (introduced in
Heroes of the Fallen
Lands),
as well as new domination-themed powers for
all clerics.
A New Domain and New Powers
for the Cleric
D
omination
D
omain
Many of Bane’s warpriests choose the domination
domain. Some clerics of Erathis also follow this path,
in the belief that civilizing the world sometimes
demands harsh measures. Although clerics of domi-
nation have a justifiably bad reputation, since they
terrorize and ruin those that they deem enemies of
their cause, not all of them are evil. An unaligned
cleric who chooses this domain might seek to turn
back humanoid invaders or murderous demons, rea-
soning that only a stern, ruthless approach can end
such threats permanently. Good-aligned clerics of
domination, though, are rare.
Level 1: Domination
Domain Features and
Powers
As a cleric of domination, you are an impressive and
daunting figure in battle. Your commanding presence
causes enemies to cower before you while inspiring
fanaticism in your allies. Your healing magic grants
others additional vigor to maintain the offensive.
Benefit:
You gain training in Intimidate.
In addition, when you use
healing word,
the target
also gains 5 temporary hit points. At 11th level, the
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Path to Conquest
temporary hit points increase to 10. At 21st level, they
increase to 15.
You also gain the following 1st-level powers: one
utility power (inspire
dread),
two at-will attack powers
(
fell strike
and
icon of fear),
and one encounter attack
power (dread
revelation).
Level 5: Domination
Domain Feature
Your healing magic is imbued with the spirit of battle.
Not only do you mend an ally’s wounds, you grant the
strength and speed to get back into the fight.
Benefit:
When you use
healing word,
the target can
take a free action to stand up or to shift 1 square.
Level 11: Transcendent
Blessing (Domination)
Devout warpriest paragon path feature
Each strike you make weakens your opponent’s
resolve, forcing it to withdraw before your advance.
You wield fear as a weapon that leaves psychic
wounds.
Benefit:
When you hit with
fell strike,
if the target
ends its next turn adjacent to you, it takes psychic
damage equal to your Constitution modifier.
Level 1: Channel Divinity
(Domination)
You can invoke resolve—at a cost. By conjuring a psy-
chic lash, you purge fear and doubt with intense pain
and fury.
Level 10: Domination
Domain Feature
You battle not only to defeat your foes, but to destroy
their will to fight. A subjugated enemy is worth more
to you than a slain one. Whenever you overcome an
enemy with your fearsome powers, nearby foes hast-
ily withdraw.
Benefit:
Whenever you use a divine attack power
that has the fear keyword to bloody an enemy or
reduce a non-minion enemy to 0 hit points, you can
push each enemy within 2 squares of you up to 3
squares as a free action. Creatures that are immune
to fear ignore this effect.
Cruel Inspiration
Cleric Utility
Level 12: Domination
Domain Utility Power
Devout warpriest paragon path feature
This prayer causes the slightest doubt to reverberate
into a shout in your opponent’s mind. Attacks that
force movement awaken primal terror in their targets,
who, rather than stand and fight, curl up and hope
the danger passes.
You lash out with a whip of divine energy, sparking pain but
fortifying will.
Encounter
Channel Divinity, Divine, Psychic, Shadow
Minor Action
Close
burst 3
Target:
You or one ally in the burst
Effect:
The target takes 5 psychic damage and can then
make a saving throw with a +5 power bonus.
Special:
You can use only one channel divinity power per
encounter.
Echoes of Cowardice
Devout Warpriest Utility 12
Level 3+: Domination
Domain Encounter Power
Your faith is rewarded with magic attacks that force
your foes to bow before your god’s might.
You gain a particular encounter attack power at
the specified levels. (The powers are provided later in
this article.)
Level 3:
conquering blow
Level 7:
dreadful warrior
Level 13:
inspire terror
Level 17:
demand obedience
Level 23:
spirits of victory
Level 27:
sundered bravery
Level 11: Devout Action
(Domination)
Devout warpriest paragon path feature
As a priest of domination, your combat abilities and
magic make you the ideal leader of warriors, a battle
captain in your deity’s cause. Your effort inspires a
similar dedication in your allies.
Benefit:
When you spend an action point to take
an extra action, each ally within 5 squares of you can
take a free action to stand up or shift up to 2 squares.
Your foes’ eyes widen as your divine magic amplifies their
doubts into fears, leaving them vulnerable.
Daily
Divine, Fear, Shadow, Zone
Standard Action
Close
blast 5
Effect:
The blast creates a zone that lasts until the end
of your next turn. Enemies in the zone grant combat
advantage. When any enemy that starts in the zone is
pushed, pulled, or slid, that enemy falls prone at the
end of the forced movement.
Move Action:
You move the zone up to 3 squares.
Sustain Minor:
The zone persists until the end of your
next turn.
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Level 16: Domination
Domain Feature
Devout warpriest paragon path feature
Under your divine guidance, your allies easily rec-
ognize which enemy is your preferred target. Upon
seeing you bolster an ally, such a designated foe can
lose heart.
Benefit:
When you use
healing word,
choose one
enemy in the burst. Until the end of your next turn,
that enemy grants combat advantage.
n
ew
C
leriC
P
owers
These powers are among your options when you
choose cleric powers of the given levels.
Icon of Fear
Icon of Fear
Your stern confidence causes
enemies to hesitate and drives those who fight
alongside you to take advantage of the situation.
Cleric Attack 1
Utility Power
Your mastery of fear confers
on you an unnerving aspect that helps you get what
you want when dealing with others.
Inspire Dread
Inspire Dread
Your weapon strikes dread into your foe while emboldening
a nearby ally.
At-Will
Divine, Fear, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. Will
Hit:
1[W] + Wisdom modifier damage, and you can
push the target 1 square.
Level 21:
2[W] + Wisdom modifier damage.
Effect:
One ally adjacent to you can shift up to 2 squares
as a free action and must end adjacent to the target.
Level 20: Domination
Domain Daily Power
Devout warpriest paragon path feature
Though you are a warpriest of a deity of domination,
you are only as effective as your allies. When they
surround or can readily gather around you, the tide
of battle can turn in an instant.
Cleric Utility 1
You take on a ferocious demeanor, seeming taller and more
menacing.
Encounter
Divine, Shadow
Minor Action
Personal
Effect:
You gain a +2 power bonus to the next Intimidate
check you make before the end of your next turn.
Encounter Attack Powers
You overwhelm an
enemy with doubts and fears. You and your allies
become daunting figures in its fogged mind.
Ruthless Assault
At-Will Attack Powers
towering fury.
Dread Revelation
Dread Revelation
Devout Warpriest Attack 20
Divine might cloaks you in an aura that grants you strength
and speeds your allies’ attacks.
Daily
Aura, Divine
Minor Action
Personal
Effect:
You activate an aura 2 that lasts until the end of
your next turn. While the aura is active, you gain a +2
power bonus to attack rolls and a +4 power bonus to
damage rolls. You and any ally in the aura can make a
basic attack as a minor action once per round.
Fell Strike
Fell Strike
Enemies cannot stand before your
Cleric Attack 1
Cleric Attack 1
Your attack discourages your foe from confronting you and
your companions.
Encounter
Divine, Fear, Psychic, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. AC
Hit:
2[W] + Wisdom modifier damage, and you can
push the target 1 square. In addition, until the end of
your next turn, the target takes 5 psychic damage the
first time it willingly enters a square adjacent to you or
any of your allies.
Your display of divine might forces your foe to kneel in awe.
At-Will
Divine, Fear, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. AC
Hit:
1[W] + Wisdom modifier damage, and the target
falls prone.
Level 21:
2[W] + Wisdom modifier damage.
Special:
When charging, you can use this power in place
of a melee basic attack.
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Path to Conquest
Conquering Blow
Inspire Terror
Spirits of Victory
The domination
domain deals with more than battle mastery and
tactics. Overcoming your enemy requires you to
break both its body and its soul. With this power,
you force your enemy to the ground. If your foe
tries to stand, your divine magic rouses your allies
to punish its disobedience.
With this prayer, you
hammer your foe’s body and mind. Thoughts of
danger in close combat with you and your allies
overwhelm the enemy with mental anguish.
Inspire Terror
This prayer calls forth
the spirits of warriors pledged to conquest but
denied victory in life. They set upon your enemies,
creating openings for your allies’ attacks and pun-
ishing foes who attempt to flee.
Cleric Attack 13
Your attack crushes the flesh and the resolve of your foe.
Encounter
Divine, Fear, Psychic, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. AC
Hit:
3[W] + Wisdom modifier damage. If the target ends
its next turn adjacent to you or any of your allies, it
takes psychic damage equal to your Wisdom modifier.
Spirits of Victory
Cleric Attack 23
Conquering Blow
Cleric Attack 3
You unleash a howling host of warrior spirits to aid you and
your allies while punishing your foes.
Encounter
Divine, Psychic, Weapon, Zone
Standard Action
Close
burst 1
Target:
Each enemy in the burst
Attack:
Wisdom vs. Reflex
Hit:
1[W] + Wisdom modifier damage plus 2d8 psychic
damage.
Effect:
The burst creates a zone in a close burst 2 that
lasts until the end of your next turn. Enemies in the
zone grant combat advantage. When any enemy
willingly leaves the zone, it takes psychic damage equal
to your Constitution modifier.
You prostrate your foe and inspire your allies to renew the
attack if it stands.
Encounter
Divine, Fear, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One enemy
Attack:
Wisdom vs. AC
Hit:
2[W] + Wisdom modifier damage, and the target
falls prone. Until the end of your next turn, the target
provokes opportunity attacks whenever it stands up.
Demand Obedience
Dreadful Warrior
A conqueror might be
a skilled warrior, but a lone soldier cannot hope to
defeat an army. This prayer touches on that prin-
ciple. You conjure a spirit of battle to distract your
foe, leaving it vulnerable to your allies’ attacks, and
to punish enemies that dare to move away.
With your divine
authority, you order your foes to bow down before
you and encourage your allies to better their tacti-
cal positions.
Demand Obedience
Cleric Attack 17
You brandish your weapon and utter a word of command,
forcing enemies to cower and spurring allies to move.
Encounter
Divine, Fear, Shadow, Weapon
Standard Action
Close
burst 1
Target:
Each enemy in the burst
Attack:
Wisdom vs. AC
Hit:
2[W] + Wisdom modifier damage, and the target
falls prone. Until the end of your next turn, the target
provokes opportunity attacks whenever it stands up.
Effect:
Each ally within 5 squares of you can shift up to 3
squares as a free action.
Dreadful Warrior
Cleric Attack 7
This mighty power
freezes an enemy with fear, hurls it to the ground,
and leaves it in a state of near panic. The stricken
foe perceives every nearby movement as a threat,
leaving massive gaps in its defenses as it shrinks
away.
Sundered Bravery
Your strike calls forth the spirit of a warrior, once a follower
of your deity’s banner, to harry your foes.
Encounter
Conjuration, Divine, Psychic, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. AC
Hit:
2[W] + Wisdom modifier psychic damage.
Effect:
You conjure a spirit warrior in an unoccupied
square adjacent to the target. The spirit lasts until
the end of your next turn. The target grants combat
advantage while adjacent to the spirit. When any
enemy willingly leaves a square adjacent to the spirit for
the first time, that enemy takes psychic damage equal
to your Constitution modifier.
Sundered Bravery
Cleric Attack 27
Your enemy falls prostrate in terror, your divine power caus-
ing it to see foes at every turn.
Encounter
Divine, Fear, Shadow, Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Wisdom vs. AC
Hit:
3[W] + Wisdom modifier damage, and the target
is immobilized until the end of your next turn and
falls prone. Until the end of your next turn, the target
provokes opportunity attacks whenever it stands up.
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