Nano's Build Guide: Sister of Domination

Nano's Build Guide: Sister of Domination

Written by IyeNano

Header art by Anna Ben David

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“Why would I stop, sister? I’ve only just begun.”

Like the many True Elves before her, she was born in the Below, but alongside her birthed a twin. As the youngest twin, she was treated as an afterthought by her noble house and grew jealous of her sister. She would prove that she was worthy of her claim as they competed for influence among their family and consorts. When time came to devote themselves to the Fallen Elf, she became the voice of his oppression. She reveled in the pleasure of controlling others, rewarding those loyal to her faith and shackling those who would dare defy her. As her authority grew, so did her ambition. Now she has her sights set on controlling those on the surface who would dare besmirch the name of Elturel.


This build is part two of a double feature of twin sisters who were born in the cutthroat world of the Below but took different paths when it mattered most. This sister chose a path of control and domination and thus came to preach the words of Elturel. The main focus of this build is to really focus on a school of magic that gets overlooked in terms of how devious it can really be. Enchantment can magically compel people to act against their will and under the right kind of manipulative mind, a Cleric to Elturel, this can lead to the wrong kind of people rising to power.

  • A Controlling Presence

We want to use as many spells to either mentally influence someone or physically hold them down. Hold Person, Geas, Command, Enthrall, Suggestion. You name it. Where a Bard can convince people to do what they want with a pleasant smile and a wave of their hand, we demand submission both inside and outside of combat. We should have whoever is in our grasp doing exactly what we want how we want it.

  • A Cunning Voice

Working in the background is going to be our modus operandi. While we are going to be a capable combatant in our own right with a starting dip into Echo Knight Fighter and some damage dealing spells, our position in any fight would be keeping our distance and casting spells. In roleplay, we need to look for people to trick to help our cause because preaching the word of an evil god out in the open is bound to get the wrong kind of audience way too quickly.

  • A Daunting Hand

When trickery and influence does not work, intimidation should also be an option. The Tyrant’s Glare class feature will help us leave creatures helpless and afraid just long enough to get close and deal damage either through spells or through our weapons. Unfortunately, we can’t win the hearts and minds of everyone we encounter and that’s okay. We will just make an example out of those who won’t listen.

Starting Stats and Proficiencies

Starting Race: True Elf

Starting Faction: Hushed

Alignment: Lawful Evil

STR: 15
DEX: 8 + 2
CON: 13
INT: 12
WIS: 14
CHA: 10 + 1

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Calligrapher’s Supplies

Saving Throws: Strength, Constitution

Languages: Common, Elvish, Goblin, Infernal, Thieves’ Cant

Skills: Deception, History, Intimidation, Perception, Religion

Starting Equipment

  • Chain Mail
  • Two Martial Weapons (Greatsword, Whip)
  • A Light Crossbow and 20 Bolts
  • An Explorer’s Pack
  • Dark common clothes including a hood, calligrapher’s supplies, manacles, 1-slot satchel, pouch with 10 gold (Hushed faction starting equipment)

Note: Replace Chain Mail with Plate armor as soon as possible. Purchase a holy symbol to use as a spellcasting focus.

Level Progression

Level 1: Fighter 1

  • Fighting Style: Great Weapon Fighting
  • Second Wind

Level 2: Fighter 2

  • Action Surge

Level 3: Fighter 3

  • Martial Archetype: Echo Knight
    • Manifest Echo
    • Unleash Incarnation

Level 4: Fighter 3/Cleric 1

  • Divine Domain: Tyranny Domain
    • Bonus Proficiencies (Martial Weapons, Heavy Armor)
    • Tyrant’s Glare
  • Spellcasting (Access to 1st Level Cleric Spells)
  • Domain Spells (Charm Person, Command)

Level 5: Fighter 3/Cleric 2

  • Channel Divinity (Demand Authority, Turn Undead)

Level 6: Fighter 3/Cleric 3

  • Spellcasting (Access to 2nd Level Cleric Spells)
  • Domain Spells (Enthrall, Suggestion)

Level 7: Fighter 3/Cleric 4

  • Ability Score Improvement: +1 STR to 16, +1 CON to 14

Level 8: Fighter 3/Cleric 5

  • Destroy Undead (CR 1/2)
  • Spellcasting (Access to 3rd Level Cleric Spells)
  • Domain Spells (Fear, Slow)

Level 9: Fighter 3/Cleric 6

  • Divine Domain Feature (Channel Divinity: Fearful Visage)

Level 10: Fighter 3/Cleric 7

  • Spellcasting (Access to 4th Level Cleric Spells)
  • Domain Spells (Banishment, Confusion)

Level 11: Fighter 3/Cleric 8

  • Ability Score Improvement: +2 WIS to 16
  • Destroy Undead (CR 1)
  • Divine Domain Feature: Divine Strike

Level 12: Fighter 3/Cleric 9

  • Spellcasting (Access to 5th Level Cleric Spells)
  • Domain Spells (Dominate Person, Hold Monster)

Level 13: Fighter 3/Cleric 10

  • Divine Intervention

Level 14: Fighter 3/Cleric 11

  • Destroy Undead (CR 2)
  • Spellcasting (Access to 6th Level Cleric Spells)

Level 15: Fighter 3/Cleric 12

  • Ability Score Improvement: +2 WIS to 18

Level 16: Fighter 3/Cleric 13

  • Spellcasting (Access to 7th Level Cleric Spells)

Level 17: Fighter 3/Cleric 14

  • Destroy Undead (CR 3)

Level 18: Fighter 3/Cleric 15

  • Spellcasting (Access to 8th Level Cleric Spells)

Level 19: Fighter 3/Cleric 16

  • Ability Score Improvement: +2 WIS to 20

Level 20: Fighter 3/Cleric 17

  • Destroy Undead (CR 4)
  • Spellcasting (Access to 9th Level Cleric Spells)
  • Divine Domain Feature: Dominating Presence

Finalized Spell List


Cantrips: Guidance, Light, Thaumaturgy, Toll the Dead, Word of Radiance

1st Level: Charm Person, Command, Cure Wounds, Curse of Binding, Healing Word, Inflict Wounds, Shield of Faith

2nd Level: Bloodletting, Enhance Ability, Hold Person, Enthrall, Misfortune, Sanguine Blessing, Spiritual Weapon, Suggestion

3rd Level: Dispel Magic, Fast Friends, Fear, Revivify, Slow, Tongues

4th Level: Banishment, Confusion, Locate Creature

5th Level: Dominate Person, Geas, Hallow, Hold Monster

6th Level: Harm

7th Level: Divine Word

8th Level: Antimagic Field

9th Level: True Resurrection

Note: Clerics are preparation-based spellcasters and can change their leveled spell lists at the end of a long rest. Feel free to change any of the leveled spells not provided by your Divine Domain in accordance to need or want.

Final Thoughts

Pros: A full divine caster with solid martial capabilities, an enchantment powerhouse, a solid controller on the battlefield.

Cons: The relatively low CON means less benefit out of Echo Knight, not the best healing potential compared to other Clerics, fairly weak Tier 1 experience.

I have always thought that evil is a punchline. A good act of evil is one you don’t see coming and if someone is clever enough, they could achieve fantastic roleplay twists with a character build like this. However, I will warn that this build is a fine line to walk on. Pushing the boundaries and manipulating others with enchantment can be fun if done right, but it does not take much for one joke to lead to another which falls down the rabbit hole of a player getting uncomfortable at some specific turn of events. I would hate to see this build be the catalyst of a horror story passed around on RPG forums.

…That said, nowhere in any roleplay guidelines I’ve read says you can’t cast Suggestion on someone and make them do the cha cha slide for eight hours straight.

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