Cleric
Base Class: Cleric

The Music Domain embodies creative talent and the ability to express oneself through song and dance, music and poetry. Most gods of this faith are also patrons for Bards and performers alike. Gods of this Domain include: Apollo The Greek and Roman god of poetry, Meret the dual Egyptian goddess of rejoicing, song, dance, & music, Bes, Fuxi etc.

 

Bonus Cantrip

When you choose this domain at 1st level, you gain the Vicious Mockery cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Bond with Instrument/Bonus proficiencies

Also at 1st level, You gain proficiency with the CHA(Performance) skill, Rapiers, Heavy Armor and two musical instruments of your choice. Additionally you can bond with a musical instrument you are proficient with. This can be done over the course of a short rest. You can only bond with one instrument at a time. Attempting to bond with a second instrument changes the bond from any bonded instrument to the new one. Bonding with an instrument grants a few abilities.

  • You can summon the bonded instrument to your hand as a bonus action as long as you are on the same plane of existence.
  • The instrument becomes impervious to all damage, if it is subjected to any harmful affect it instead teleports to your side.

Channel Divinity: Song of Protection

Starting at 2nd level, you can use your Channel Divinity to harness a melody of protection to aid your allies.

As an action, you can use Channel Divinity and strum your Bonded instrument to unleash a melody of protection. This creates an aura (a 15ft sphere) of defense in the area that lasts for a number of minutes equal to your wisdom modifier. granting certain benefits to your allies (and you) who can hear your song and are in the area. The aura is centered on you and moves with you. You can designate an unlimited amount of creatures to not gain any benefits from your melody.

  • Attacks against affected creatures have disadvantage.
  • Affected creatures have advantage on saving throes against being Charmed, Possessed, and Frightened.
  • Affected creatures gain a plus 3 to their AC.

Channel Divinity: Song of Battle

Starting at 6th level, you can use your Channel Divinity to utter a war cry to aid your allies in battle.

 As an action, you can use Channel Divinity and strum your Bonded instrument to utter a war cry that infuses your allies (and you) with a godly fighting spirit. This creates an aura (a 15ft sphere) of power in the area that lasts for a number of minutes equal to your wisdom modifier. granting certain benefits to your allies (and you) who can hear your song and are in the area. The aura is centered on you and moves with you. You can designate an unlimited amount of creatures to not gain any benefits from your melody.

  • Affected creatures can add your Wisdom modifier to their attack roles.
  • Affected creatures can add a d6 of the damage type done with their unarmed strikes and weapon attacks to their damage roles.
  • Affected creatures gain temporary hitpoints equal to your Wisdom modifier at the start of each round (and when you activate it) after using this ability.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Channel Divinity: Melody of healing

Starting at 17nd level, you can use your Channel Divinity to sing a melody of healing to aid your allies.

As an action you can use Channel Divinity and strum your Bonded instrument to sing a soothing prayer of healing. This creates an aura (a 15ft sphere) of vitality in the area that lasts for a number of minutes equal to your wisdom modifier. granting certain benefits to your allies (and you) who can hear your song and are in the area. The aura is centered on you and moves with you. You can designate an unlimited amount of creatures to not gain any benefits from your melody.

  • Affected creatures gain 2d6 hitpoints at the start of their turns as long as they started their turn with at least 1 hitpoint.
  • Affected creatures gain immunity to becoming deaf, blinded, poisoned and petrified.
  • All healing (other than the healing by this ability) restores maximum hitpoints instead of rolling a dice.

Comments

Posts Quoted:
Reply
Clear All Quotes