I’ve finally been reading through Kevin Hearne’s Iron Druid Chronicles and I was struck by this concept after reading the first book. Within the first chapter, the main character displays the ability to destroy lesser fae with a touch of his hand as he dispatches several assassins that were sent after him. That scene played in my head for a while and the Clerics of the Iron were born from a week’s worth of ruminating on the idea. I should note that this Cleric domain has not been playtested, and feedback is appreciated.
Iron Domain
The creatures of the fey often are as capricious and dangerous as they are beautiful. Clerics of the Iron train from a young age to protect themselves and those in their charge from creatures from the feywild that do not have their best interests at heart. They train relentlessly to see through faerie glamours and drive fey creatures back to their homes, eventually becoming able to destroy them through the power of their faith alone. In time, the most powerful of these clerics learn to turn the traditional powers of their foes against them and in time, learn to apply the same protections against magic of all types.
Clerics of the Iron are a martial order dedicated to carrying out their doctrine with sword and shield as well as their faith. When they identify a threat to their order, they seek to eradicate as quickly as they can with a minimum of fuss. They are staunch allies to those that align with their doctrines and ideals, and fierce enemies to those that stand in their way.
Iron Domain Spells
Cleric Level | Spells |
1st | faerie fire, sanctuary |
3rd | branding smite, see invisibility |
5th | glyph of warding, magic circle |
7th | banishment, locate creature |
9th | banishing smite, geas |
Blessing of Iron
At 1st level you gain proficiency with martial weapons. You also become proficient with smith’s tools.
Faerie Specs
Also at 1st level, you can deduce if a creature is a member of the fey by looking at them, opening your eyes to their unique auras. As an action, you can open your awareness to such auras. Until the end of your next turn, you know the location of any fey within 60 feet of you that is not behind total cover. You do not, however, know the identity of any fey whose presence you sense. Within the same radius, you also detect the presence of any place or object that contains or acts as a portal to the feywild. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Channel Divinity: Censure Fey
Starting at 2nd level, you can use your Channel Divinity to prevent fey creatures from moving closer to you. As an action, you present your holy symbol and speak a prayer censuring the creatures of the feywild. Each fey that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, they take 1d6 psychic damage and become frightened of you for one minute. Each turn they remain within 30 feet of you, they take an additional 1d6 points of psychic damage.
Channel Divinity: Destroy Fey
At 6th level, you can use your Channel Divinity to destroy fey creatures like they were undead. When a fey fails its saving throw against your Censure Fey ability, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown under the Cleric ability Destroy Undead.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Protection From Magic
At 17th level, you have advantage on saving throws against spells and other magical effects.