Base Class: Cleric
The Art domain is a diverse aspect of the divine portfolio, and deities of art can embody the domain in a variety of ways. Most (such as Milil, Branchala, and Apollo) are benevolent patrons of inspiration and artistic beauty. Others (such as Deneir, Lugh, Oghma, and Aulë) are gods of skill and craft who bless their followers with the keen wisdom of the old masters. Some (such as Olidammara, Xenagos, and Dionysus) are gods of drama and revelry who can be chaotic or even dangerous.
Clerics of art find many ways to express their deity's holy domain, including poetry, painting, music, fashion, pottery, dance, glasswork, drama, comedy, and sculpting.
Domain Spells
Cleric Level
|
Spells |
---|---|
1st | sanctuary, silent image |
3rd | phantasmal force*, silence |
5th | hypnotic pattern, major image |
7th | freedom of movement, hallucinatory terrain |
9th | reflect person (new), scrying |
D&D Beyond Note: New homebrew spells and spells marked with an asterisk must be selected manually in the character builder. Homebrew spells must first be added to your collection.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with one of the following options: the Performance skill, calligrapher's supplies, glassblower's tools, mason's tools, painter's supplies, potter's tools, weaver's tools, or a musical instrument of your choice.
You also learn vicious mockery* and minor illusion*, which are cleric cantrips for you and don't count against the number of cantrips you can know as a cleric.
Inspiring Beauty
Also at 1st level, you can conjure a piece of artistic beauty to inspire your allies.
When you cast an illusion spell, you can choose to make the illusion divinely inspiring until the end of your next turn. When a creature ends its turn within 30 feet of the illusion, if it can see or hear the illusion, you can grant a number of temporary hit points equal to your proficiency bonus or half your cleric level (whichever is higher) to that creature. Once the illusion has granted temporary hit points to a number of creatures equal to your Wisdom modifier (a minimum of one), it stops being divinely inspiring.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Gift of the Muses
Starting at 2nd level, you can use your Channel Divinity to create magically enchanted artwork.
You spend 1 minute to create or modify a single piece of artwork. This can be an object that you could create using any tool that you have proficiency in, or it could be an idea, such as a dance or a work of music or poetry.
For the next hour, you can use an action to present the artwork to nearby creatures. If the artwork is an object or requires an instrument, you must be holding it to present it; otherwise, you must be able to use verbal or somatic components to present the artwork. When you present it, each creature of your choice that can see or hear the artwork within 30 feet of you must succeed on a Wisdom saving throw or else be charmed by you for 1 minute or until it takes damage. While a creature is charmed in this way, it's incapacitated and can't move, and it repeats the saving throw at the end of each of its turns. On a success, it stops being charmed by you.
Once you present the artwork in this way, it loses its magical power, and you can't use it to charm creatures unless you use your Channel Divinity upon it again.
Level 3
This Domain gains no features at level 3, but D&D Beyond requires an entry here.
Channel Divinity: Art Imitates Life
At 6th level, you learn how to use your Channel Divinity to craft an illusion that can harm and distract your foes.
As a bonus action, you create an intangible illusion in an unoccupied space within 60 feet of you for 1 minute. You can decide how the illusion looks and sounds, but it is obviously not real. When the illusion appears, you can make a melee spell attack against one creature that you can see within 5 feet of the illusion. On a hit, the target takes force damage equal to 1d6 + half your cleric level and suffers disadvantage on the first attack roll it makes before the end of your next turn.
As a bonus action while the illusion remains, you can move the illusion up to 30 feet to a space that you can see and repeat the spell attack against a creature that you can see within 5 feet of the illusion.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Inspiration
When you reach 17th level, your divine connection gifts you with powerful talents and creativity.
Choose one of the following proficiencies: the Performance skill, calligrapher's supplies, glassblower's tools, mason's tools, painter's supplies, potter's tools, weaver's tools, or a musical instrument of your choice. Your proficiency bonus, if it applies, is doubled for any ability check you make that uses the chosen proficiency.
In addition, you have extra uses of your Inspiring Beauty feature equal to your proficiency bonus, and whenever a creature gains temporary hit points from that feature, the creature gains advantage on its next saving throw while the temporary hit points remain.
Finally, when you use your Art Imitates Life feature or present artwork that is empowered by your Gift from the Muses feature, you can use your Inspiring Beauty feature. If you're presenting artwork, the effect emanates from you; otherwise, it emanates from the illusion.

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