Cleric
Base Class: Cleric

The resonance domain represents the chaotic harmony of motion and the belief of the universe in concert with itself. Clerics of the resonance domain carry bells,  chimes, drums, or other holy symbols with which they channel a fraction of their deity's power to deafen and disrupt their foes.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Resonance Domain Spells

Cleric Level Spell
1st Command, Sanctuary.
3rd Hold Person, Silence.
5th Fast Friends, Bestow Curse.
7th Locate Creature, Aura of Purity.
9th Geas, Hallow.

Lingering vibrations

At first level, you may use an action to enter a state of deep focus to attune yourself to your surroundings. You become incapacitated for 5 minutes and require near-silence while you attempt to gather specific whispers lingering in the area. Roll a d6, on the roll of a 2-5 you are able to pick out whispers of importance that occurred within 10 feet of your character. On the roll of a 6 you are able to organize these whispers into coherent sentences. On a roll of a 1 you misinterpret the whispers, this can mean words are replaced with others that sound similar, words are missed entirely, or you mistakenly listen in to a totally irrelevant conversation.

You can use this feature a number of times equal to half of your wisdom modifier (rounded down). You regain all expended charges after you finish a long rest.

Dissonant Toll

Starting at 1st level, when you successfully hit a creature with an attack or spell you may take a bonus action to infuse that enemy with dissonant toll for 1 minute. Enemies afflicted by dissonant toll must, at the start of each of their turns, make a wisdom saving throw or suffer 1d4 + half of your cleric level (rounded up) as psychic damage.

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. If multiple creatures are hit by a spell or attack you may choose one to be afflicted with dissonant toll.

Channel Divinity: Stunning Resonance

Starting at 2nd level you may call upon your god to channel a powerful resonating force into your foes.
As an action, you may choose any number of creatures affected by dissonant toll, these creatures must make a wisdom saving throw or be stunned until your next turn. This ignores resistance and immunity to the stunned status effect.

Disruptive presence

The primary role of resonance clerics is to sow dismay and weakness amidst the enemy ranks. At 6th level the dissonance of their chiming bells sends waves of entropy rolling across the battlefield to batter not only the enemy's physical senses, but their souls.

Enemy creatures within 30 feet of your character have disadvantage on wisdom saving throws.

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 psychic damage to the target.
When you reach 14th level, the extra damage increases to 2d8.

Harmonic Convergence

At 17th level, whenever an enemy creature fails a saving throw against dissonant toll they emanate a wave of sound. Enemy creatures within 30 feet of that target creature become afflicted with dissonant toll as the entropic vibrations spread.

Dissonant toll now additionally strips afflicted creatures of immunity to fear, deafened, blinded, paralyzed status effects.

Resonance Domain Image

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