Cleric
Base Class: Cleric

Cleric of the sound domain while scarce, follow gods of music such as Apollo,Milil and Corellon. Their job is to spread the knowledge about the power of music which they do by invoking power burst of magic onto their music

Natural Performer

When you choose this domain at 1st level, you  gain proficiency in the Performance skill. If you have it already, you may add double your proficiency bonus to any performance checks you make. You also gain a proficiency in one instrument which counts as your holy symbol

Pitch Perfect

Also starting at 1st level, when you hear a sound, for the next hour you can mimic that noise. They need to succeed on a DC 15 insight check to determine if this noise is actually the noise or you. This feature does not allow you to mimic languages

Channel Divinity: Magic Chord

Starting at 2nd level, you can use your Channel Divinity to play music inlayed with pure magic

As an action, you can use one use of your Channel Divinity, to play a powerful chord. Choose three notes from below and use all of those effects.

• Power Note, Choose a point, every creature within a 10ft sphere centered on that point has to make a Dexterity Saving throw against your Spell Save DC or take 1d10 thunder damage and are deafened for one minute or half as much damage on a successful save. When you use this chord, you take 1d6 thunder damage and are deafened for one minute. The damage you deal increases to 1d12 at 8th level and to 2d10 at 17th level. The damage you take increase to 1d8 at 6th level, to 1d10 at 8th level, to 1d12 at 11th level and to 2d8 at 17th level

•Soft Note, Choose a creature within 30ft. It takes 1d4 thunder damage. You add the damage dealt to the next ability check or attack roll one creature besides you in a 30ft radius makes. This damage increases to 1d6 at 8th level, to 1d8 at 11th level and 1d10 at 17th level.

Swift Note, Choose a creature within a 15ft radius, it takes 1d8 thunder damage unless it succeeds a Wisdom save against your Spell Save DC and has it’s movement speed reduced by the number that you rolled for damage. On a successful save it takes half the damage. You gain movement equal the number you rolled on the damage dice. This damage increase to 1d10 at 6th level, 1d12 at 8th level, and to 2d8 at 17th level

 

Sound Extraordinaire

Beginning at 6th level, you are capable of inlaying all of your music with magic. You can use an attack to play one of your notes from your channel divinity.  You can do this an amount of times equal to your Wisdom modifier plus your proficiency bonus

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with sound 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Sound

Starting at 17th level, you may play one note as a bonus action each turn without taking a use of your Sound Extraordinaire

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