Gods of charm are seducers and diplomats who please both gods and men with their words, which are sometimes given in love, but sometimes with poison. They’re patrons of nobles, swindlers, deal and peacemakers. Their clerics hold influence in the world, feeding pride, inciting kings, selling to the rich and captivating hearts. Some prefer subterfuge and hidden intentions while others enjoy the art of the deal.
Starting when you choose this domain at 1st level, you can use your action to give yourself or one ally advantage on Charisma (Persuasion) checks. This blessing lasts for 1 hour or until you use this feature again.
Starting at 2nd level, you can use your Channel Divinity to cause all creatures around you to have difficulty perceiving anyone other than you.
As an action, you weave a distracting string of words that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The whispers affects all creatures you choose that can be charmed and can hear you within 60 feet of you. On a failed wisdom saving throw the target has disadvantage on Wisdom (perception) checks made to perceive any creature other than you. The effect ends if they can no longer hear you or the time runs out ir you are no longer able to keep whispering.
Starting at 6th level, you can use your Channel Divinity to see the desires of a creature.
As an action, you can see the thoughts of a creature. That creature gets a wisdom saving throw. If the creature fails you know its reasoning and emotional state. If it passes you know only the surface thoughts of a creature.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain the ability to command creatures. When creatures are charmed by you, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.