Cleric
Base Class: Cleric

Clerics of the Art Domain follow deities that value beauty, talent, skill, and intellect. One such cleric might be devout to a god of music, dance, paint, literature, architecture, sculpture, and/or acting. Many of these clerics also practice their chosen disciplines, often becoming idols to other artists, even inspiring bards across the world.

Their work, however, always revolves around the tales and teachings of the deity they follow. You might hear for example, a cleric presiding over the chorus of a temple as they sing the gospel they follow, encounter a beautiful painting which depicts the act of creation, read a powerful poem that tells the deeds of their gods or attribute the finely crafted sculptures and halls of a temple to these clerics.

Artistic Calling

When you choose this domain at 1st level, you gain proficiency in the Performance skill. Additionally, you gain proficiency in one type of musical instrument, calligrapher´s tools, carpenter´s tools, glassblower´s tools, mason´s tools, painter´s supplies, potter´s tools, weaver´s tools, or woodcarver´s tools (your choice).

Work of Art

At 1st level, you learn the Minor Illusion cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 60 feet, and you can create a sound and an image at the same time.

Channel Divinity: Stroke of Genius

Starting at 2nd level, you can use your Channel Divinity to temporarily inspire your allies. As an action, you choose up to four creatures within 30 feet of you that can see and hear you. Each of these creatures gains a number of temporary hit point equal to 5 plus twice your cleric level. A creature can trade these hit points for a bonus to attack rolls or saving throws while they have some of them left at a 2:1 ratio (trading 4 temporary hit points grants the creature a +2 bonus to an attack roll or saving throw of its choice). Any remaining hit points are lost after a minute has passed or you fall unconscious.

Inspirational Magic

Beginning at 6th level, whenever a creature is under the effect of one of your spells, you can choose to give it the ability to add half its proficiency bonus, rounded down, to any ability check it makes that doesn't already include it.

Also, you permanently gain this benefit yourself.

Divine Muse

Starting at 8th level, you can draw power from your god. To do so, you can use an action to surround yourself with divine inspiration in the form of bright flames and electricity for up to 1 minute. Once on each of your turns while this trait is active, you can deal extra radiant damage when you attack a creature. The damage equals 5 + your cleric level. Alternatively, you can choose to restore additional hit points to a creature when casting a spell of 1st level of higher. The additional hit points equal your cleric level.

Masterpiece

At 17th level, you can bring forth your final masterpiece to life. As an action, you can summon your creation in an unoccupied space that you can see within 90 feet of you. This corporeal form uses the Masterpiece stat block. The creature usually takes the form a golem which resembles or is made of whatever art is your specialty (the final appearance of the creature is up to your and your DM’s discretion), for example, it can be a moving statue or a humanoid shaped conglomeration of paintings. The creature disappears after 10 minutes have passed since you summoned it, when it drops to 0 hit points, or when you dismiss it as an action.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Once you use this trait, you can´t do so again until you finish a long rest.

 

Masterpiece

Large construct

Armor Class: 15 (natural armor)

Hit Points: 130

Speed: 30 ft.

STR                       DEX                      CON                       INT                       WIS                      CHA

18(+4)                   10(+0)                    18(+4)                    14(+2)                   11(+0)                  5(-3)

Damage Resistances: poison

Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages you speak

Challenge: -

Proficiency Bonus: equals your bonus

Creative draining. The first attack that hits a creature on the construct´s turn, gives the construct temporary hit points equal to the number rolled on the attack´s damage die. These hit point vanish at the start of the construct´s next turn.

Actions

Multiattack. The construct makes 3 Slam attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4



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