Ambition Domain

Based on the Ambition Domain outlined in Guildmaster's Guide to Ravnica. This domain better encompasses the ideals of ambitious deities such as Ashmedai and Lugun. Players are free to choose this version, or the version outlined in the Guildmaster's Guide to Ravnica, due to the latter having many overlapping abilities with other Domains.

Ambition Spells

Cleric Level Spells
1st Bane, Disguise Self
3rd Mirror Image, Ray of Enfeeblement
5th Bestow Curse, Vampiric Touch
7th Death Ward, Dimension Door
9th Dominate Person, Modify Memory

Bonus Proficiencies

At 1st level, you gain proficiency in 2 skills of your choice.

Ambitious Action

You are able to take an additional action after your initial action. In exchange, at the end of your turn, you suffer one level of Exhaustion.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Commanding Presence

Starting at 2nd level, as an action, all humanoids within 30 ft of you must make a Wisdom saving throw, DC 8+ your charisma modifier + your proficiency bonus, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the end of your next turn or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Divine Edge

At 6th level, when you make a skill check or saving throw, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the check succeeds or fails.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Contingency Plan

Starting at 17th level, when you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to instantly cast any prepared spell of 5th level or lower. You suffer 2 levels of exhaustion.

Once you use this feature, you can't use it again until you finish a long rest.