Cleric
Base Class: Cleric

The clerics under this domain are significantly different from others, using their charm and wit to create a following.  They use their divine magic to create mystical shows to impress others.  They use their magic to also strengthen themselves in their show.

Blessing of the Show

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Charisma checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Double Feature

Starting at 2nd level, you may channel your divinity to manifest a perfect illusion of yourself for an hour once per long rest.

Your illusion can speak and does everything you tell it to.  You also see everything it sees.  Any creature with a Passive Perception of 15 or lower must make a DC 13 Perception check to tell the difference between yourself and the illusion.

If used in combat, your illusion goes immediately after you in initiative.  It has an AC of 13 and fizzles out after three successful hits on it.

Acrobat's Grace

At 6th level, whenever you get attacked by any non-magical attack, you may use your reaction to add your DEX modifier to your AC before the attack's hit total is rolled.

Channel Divinity: The Show Must Go On

Starting at 8th level, you can use your Channel Divinity to stabilize allies that have been downed in combat.

As an action, you touch a downed ally and use your divine magic to stabilize them.  They immediately gain half of their max hit points as well as an additional hit points equal to your cleric level.

Your ally remains prone until their next turn.

All Eyes On Me

At 17th level, once per long rest you can use an action to put on a fantastic performance, encapsulating everyone around you and distracting them.  All enemies within a 15 foot radius of you must make a DC 18 WIS saving throw. On a failed save, the creature is charmed by you for 5 minutes.

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