Cleric
Base Class: Cleric

Birds chirping in the trees; a sailing crew keeping rhythm with shanties; a ballroom with dancers whose elegance is paced by well-dressed bards and their instruments; at any scale, music permeates every aspect of life. Many cultures credit the gods with giving music to the mortal races as a gift. Some even acknowledge and worship specific deities of music. Clerics who serve such deities don't often concern themselves with spreading the word of music or its techniques - leave that for the bards of the world - instead, they work to share the inspiring beauty of music with all whom they come across.

 

Domain Spells

1st-level Melody Domain feature

You gain domain spells at the cleric levels listed in the Melody Domain Spells table. See the Divine Domain class feature for how domain spells work.

Melody Domain Spells
Cleric Level Spells

1st

healing word, thunderwave

3rd

emboldening march, enfeebling dirge (both homebrew)

5th

hastening minuet, holy hymnal (also both homebrew)

7th

guardian of faith, locate creature

9th

destructive wave, mass cure wounds

Call to Worship

1st-level Melody Domain feature

You gain proficiency in the Performance skill, and with two musical instruments of your choice. You can use a musical instrument with which you are proficient as a holy symbol.

Melodious Theatre

1st-level Melody Domain feature

Your divine music fills a theatre around you, blessing your presence with melodies to aid you and your companions. As a bonus action, if you are carrying a musical instrument, you can fill the space around you with enchanting music. Choose one of the effects below to create when you use this feature. The music can be heard up to 120 feet away, but the effects only fill the space within 30 feet of you. Your theatre lasts for 1 minute, until a specific condition (listed in applicable melodies) is met, or until your concentration is broken (as if you were concentrating on a spell). If your theatre overlaps with an area of no sound, such as an area affected by the Silence spell, that area is considered outside of the theatre as long as they overlap. These are the effects you can create:

Melody of Enlightenment - A grandiose chord that creates the image of excellence. Any number of creatures that you choose within your theatre have their proficiency bonus increased by 1 for the duration. If this would increase the number of uses a limited-use feature receives, the first use of that feature during a given instance of this melody is not spent, and that feature may be used once if all of its uses are already spent. This melody ends early if you or another creature benefiting from its effects rolls a natural 1 on any ability check, attack roll, or saving throw, even if it is rerolled or treated as a different number, such as with advantage or the Lucky feat.

Melody of Focus - A low, soft rhythm to solidify attentiveness and willpower. Any number of creatures that you choose within your theatre have advantage on Intelligence and Wisdom ability checks and saving throws, as well as Constitution saving throws to maintain concentration.

Melody of Grace - Quick-paced yet elegant, this melody stimulates reflexes and precision. Any number of creatures that you choose within your theatre have their walking speed increased by 10 feet for the duration. In addition, opportunity attacks against them have disadvantage, and they have advantage on all Dexterity ability checks and saving throws. This effect ends early if you fall prone for any reason.

Melody of Majesty - Like a choir singing praise, dozens of admiring voices echo in your theatre. Choose a number of creatures equal to half your proficiency bonus, rounded down. For the duration, the chosen creatures have advantage on all Charisma ability checks and saving throws. If a chosen creature succeeds a Charisma saving throw while under the effects of this melody, they may use their reaction to produce the same effect against the original creature who caused it, as if using the spell or ability themselves. If the chosen creature has a spell save DC or other similar save DC, use whichever DC is higher between the original creature and the chosen creature. This melody ends early if you or any chosen creature fails any saving throw.

Melody of Rest - Much gentler in tone, a lullaby from the heavens rings out. If this melody completes its full duration, any creature who remained within the theatre for the full duration, except yourself, can instantly take the benefits of a short rest. If any of these creatures spend Hit Dice as part of those benefits, add your Wisdom modifier to each Hit Die rolled. This melody ends early if you take any damage, or if you are the only creature within its range at any point.

Melody of Storms - The space around you turns violent, though you stand in its eye. When you begin this melody, choose any number of creatures; those creatures are unaffected by this melody, regardless of where they are. Choose a damage type: acid, cold, fire, lightning, radiant, or thunder. Any creature within your theatre that you did not choose to exempt from this melody must make a Charisma saving throw at the start of your turn or take damage of the chosen type equal to your cleric level, or half as much on a successful save. A creature also makes this saving throw if they start their turn within your theatre. Any creatures within 5 feet of you are unaffected.

Melody of Vitality - Hearty and powerful, an inspiring anthem resonates around you. Any number of creatures you choose within your theatre have advantage on Strength and Constitution ability checks and saving throws. Any time a creature you've chosen rolls dice to recover hit points, that creature rolls the maximum amount possible for that roll. This melody ends early if the creatures you've chosen collectively recover hit points equal to 5 times your cleric level while within your theatre, or if you are moved against your will but not teleported.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Blessing of the Orchestra

2nd-level Melody Domain feature

You can use your Channel Divinity to conduct those around you into an orchestra, supporting each other when it counts. As an action, choose a number of creatures you can see equal to your Wisdom modifier, except yourself. A Tiny celestial instrument begins to spiral around them, taking the form of whatever instrument you choose. Whenever a creature succeeds or fails an attack roll or saving throw within 30 feet of a creature that has one of these instruments, the creature that has the instrument can use their reaction to pop the instrument (this can be done at will and does not require free hands). When a creature pops their instrument, they can roll 1d10 and either add or subtract the number rolled from the triggering roll. The creature making the roll must be visible to the creature taking the reaction.

Instinctive Theatrics

6th-level Melody Domain feature

The music given to you becomes second nature to use. Your Melodious Theatre no longer requires your concentration, but all melodies end early if you fall unconscious. A Tiny celestial copy of your primary musical instrument plays your melody instead, leaving your hands completely free.

Potent Spellcasting

8th-level Melody Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Duet

17th-level Melody Domain feature

Whenever you start using your Melodious Theatre, you can choose to play two melodies instead of just one. However, if you choose two melodies, you will have to concentrate on one of them. You can choose which melody requires your concentration.

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