Cleric
Base Class: Cleric
Pageantry Domain Spells
Cleric Level Spells
1st Faerie Fire, Heroism
3rd Alter Self, Enthrall
5th Antagonize, Major Image
7th Compulsion, Hallucinatory Terrain
9th Mislead, Seeming

Blessing of the Actor

Starting when you choose this domain at 1st level, you gain expertise in Performance and Deception checks. You also gain proficiency with the Disguise Kit tool. In addition, when casting a Cleric spell you can choose to use your Charisma modifier instead of your Wisdom modifier.

Channel Divinity: Set the Stage

Starting at 2nd level, you can use your Channel Divinity to create a dramatic scene.

As an action, you can dictate the tone of your surroundings. Creatures who act in accordance with the theme, allied or enemy, will add your Charisma modifier to all relevant roles. When this ability is in effect, characters and NPC's may act more exaggeratedly, and will retroactively justify their behaviour. A character can make a DC 20 insight check to determine they had been effected by an ability.

Characters and NPC's under this effect will not act against their own wills or judgments, and the scene tone used should be chosen to match the current mood in order to have the best effects.

Some examples include;

Action-

All attack rolls gain the modifier, as well as Acrobatic and Athletic checks that would be considered theatrical.

Suspense-

Insight, Perception, Investigation and Deception checks gain the modifier, so long as the dialogue remains tense or otherwise intriguing.

Drama-

Performance and Persuasion checks gain the modifier, so long as the dialogue is striking or otherwise dramatic.

The requirements for a scene to be successful is determined by the DM, and if you wish to preform a different "genre" then the ones listed above, make sure you describe the tone of the scene as well as possible.

Channel Divinity: Summon Stagehand

Starting at 6th level, you can use your Channel Divinity to summon an otherworldly assistant.

As an action, you can cast the Unseen Servant spell. When the spell is cast in this way, the Unseen Servant has additional hit-points equal to half of your maximum, plus your Charisma score. A servant summoned this way lasts until the effect is used again, or it drops to 0 hit points. In addition, this Unseen Servant can be commanded non-verbally as a free action.

Dramatic Entrance

At 8th level, you learn how to make a memorable entrance into combat. When you roll initiative- as long as you aren't surprised or incapacitated- you can immediately take an action before combat begins.

All the Worlds a Stage!

At 17th level, you've mastered your craft, and have learned to guide the actors surrounding you. When you Set the Stage, you can choose to cast yourself into one of the following archetypes. You can only change your role upon using Set the Stage a second time to change the theme.

The Underdog-

Whenever you make a roll with disadvantage, you instead gain advantage. In addition, as long as your hit-points are both below half your hit-point maximum, and less then half the hit-points of the designated antagonist, you can add your Charisma modifier to your attack rolls, saving throws, and damage against that target. In addition, once per long rest, when you are reduced to 0 hit-points, you can make a Constitution saving throw (DC 15) to remain conscious at 1 hit-point.

The Fool-

Whenever you fail an attack roll, ability check, or saving throw, you can make a Performance check (DC determined by the DM) to play the situation off as comedic. If you succeed, all allies who witnessed your failure can add your charisma modifier to the next roll they make that matches the one you failed. (For example if you miss an attack roll and use this ability, all allies who saw what happened gain the benefit for their next attack roll.)

This ability can only be activated while you are above half your maximum hit-points, although it can be activated on abilities that would reduce you to below half.

The Villain-

When you Set the Stage in opposition to Good or Lawful aligned creatures, you add your Charisma modifier to attack rolls made against them. In addition, whenever you reduce a Good or Lawful aligned creature to half or less of their hit-point maximum, you can cause all creatures within 20ft to make a Wisdom saving throw (Determined by your spell save DC) or become frightened of you for one minute.

The Hero-

When you Set the Stage in opposition to Evil or Chaotic aligned creatures, you add your Charisma modifier to attack rolls made against them. In addition, whenever you reduce an Evil or Chaotic aligned creature to 0 hit-points, you can make a Performance check (DC 15) to grant any allied creature who witnessed your action temporary hit-points equal to your Charisma modifier. Temporary hit-points gained using this feature stack with themselves and other sources of temporary hit-points, and while a creature is under this effect they become immune to the Frightened condition.

The Doomed-

When you are reduced to 0 hit-points, your allies gain advantage on all attack rolls, ability checks, and saving throws until you regain at least 1 hit-point. However, you cannot be stabilized, and have disadvantage on all death saving throws.

If you succeed 3 death saving throws, the effect ends, and you are stabilized as normal. If you roll a critical success despite the disadvantage, you take on The Underdog role instead.

The Mastermind-

Once per turn, as a free action, you can attempt to command an ally. If the ally obeys your command, they gain advantage on the relevant roll, and you gain advantage on your next action, so long as the commanded allies action affected the outcome. If you commanded an ally to attack a creature currently being flanked by you or another creature they consider an ally, both them and the creature they are flanking with can add an additional damage die to their next attacks.

In addition, whenever you relay an enemies weakness to your allies, they can add your Charisma modifier to actions acting upon that information. Investigation, Insight, and Perception checks made by you to determine such things will also have your Charisma modifier added to them.

Blessing of the Actor

Starting when you choose this domain at 1st level, you gain expertise in Performance and Deception checks. You also gain proficiency with the Disguise Kit tool. In addition, when casting a Cleric spell you can choose to use your Charisma modifier instead of your Wisdom modifier.

Channel Divinity: Set the Stage

 

Starting at 2nd level, you can use your Channel Divinity to create a dramatic scene.

As an action, you can dictate the tone of your surroundings. Creatures who act in accordance with the theme, allied or enemy, will add your Charisma modifier to all relevant roles. When this ability is in effect, characters and NPC's may act more exaggeratedly, and will retroactively justify their behaviour. A character can make a DC 20 insight check to determine they had been effected by an ability.

Characters and NPC's under this effect will not act against their own wills or judgments, and the scene tone used should be chosen to match the current mood in order to have the best effects.

Some examples include;

Action-

All attack rolls gain the modifier, as well as Acrobatic and Athletic checks that would be considered theatrical.

Suspense-

Insight, Perception, Investigation and Deception checks gain the modifier, so long as the dialogue remains tense or otherwise intriguing.

Drama-

Performance and Persuasion checks gain the modifier, so long as the dialogue and action is striking or otherwise dramatic.

The requirements for a scene to be successful is determined by the DM, and if you wish to preform a different "genre" then the ones listed above, make sure you describe the tone of the scene as well as possible.

Channel Divinity: Summon Stagehand

Starting at 6th level, you can use your Channel Divinity to summon an otherworldly assistant.

As an action, you can cast the Unseen Servant spell. When the spell is cast in this way, the Unseen Servant has additional hit-points equal to half of your maximum, plus your Charisma score. A servant summoned this way lasts until the effect is used again, or it drops to 0 hit points. In addition, this Unseen Servant can be commanded non-verbally as a free action.

Dramatic Entrance

 

At 8th level, you learn how to make a memorable entrance into combat. When you roll initiative- as long as you aren't surprised or incapacitated- you can immediately take an action before combat begins.

All the Worlds a Stage!

 

At 17th level, you've mastered your craft, and have learned to guide the actors surrounding you. When you Set the Stage, you can choose to cast yourself into one of the following archetypes. You can only change your role upon using Set the Stage a second time to change the theme.

The Underdog-

Whenever you make a roll with disadvantage, you instead gain advantage. In addition, as long as your hit-points are both below half your hit-point maximum, and less then half the hit-points of the designated antagonist, you can add your Charisma modifier to your attack rolls, saving throws, and damage against that target. In addition, once per long rest, when you are reduced to 0 hit-points, you can make a Constitution saving throw (DC 15) to remain conscious at 1 hit-point.

The Fool-

Whenever you fail an attack roll, ability check, or saving throw, you can make a Performance check (DC determined by the DM) to play the situation off as comedic. If you succeed, all allies who witnessed your failure can add your charisma modifier to the next roll they make that matches the one you failed. (For example if you miss an attack roll and use this ability, all allies who saw what happened gain the benefit for their next attack roll.)

This ability can only be activated while you are above half your maximum hit-points, although it can be activated on abilities that would reduce you to below half.

The Villain-

When you Set the Stage in opposition to Good or Lawful aligned creatures, you add your Charisma modifier to attack rolls made against them. In addition, whenever you reduce a Good or Lawful aligned creature to half or less of their hit-point maximum, you can cause all creatures within 20ft to make a Wisdom saving throw (Determined by your spell save DC) or become frightened of you for one minute.

The Hero-

When you Set the Stage in opposition to Evil or Chaotic aligned creatures, you add your Charisma modifier to attack rolls made against them. In addition, whenever you reduce an Evil or Chaotic aligned creature to 0 hit-points, you can make a Performance check (DC 15) to grant any allied creature who witnessed your action temporary hit-points equal to your Charisma modifier. Temporary hit-points gained using this feature stack with themselves and other sources of temporary hit-points, and while a creature is under this effect they become immune to the Frightened condition.

The Doomed-

When you are reduced to 0 hit-points, your allies gain advantage on all attack rolls, ability checks, and saving throws until you regain at least 1 hit-point. However, you cannot be stabilized, and have disadvantage on all death saving throws.

If you succeed 3 death saving throws, the effect ends, and you are stabilized as normal. If you roll a critical success despite the disadvantage, you take on The Underdog role instead.

The Mastermind-

Once per turn, as a free action, you can attempt to command an ally. If the ally obeys your command, they gain advantage on the relevant roll, and you gain advantage on your next action, so long as the commanded allies action affected the outcome. If you commanded an ally to attack a creature currently being flanked by you or another creature they consider an ally, both them and the creature they are flanking with can add an additional damage die to their next attacks.

In addition, whenever you relay an enemies weakness to your allies, they can add your Charisma modifier to actions acting upon that information. Investigation, Insight, and Perception checks made by you to determine such things will also have your Charisma modifier added to them.

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