Cleric
Base Class: Cleric

The Cleric of Ecstasy, an embodiment of pleasure and joy. Ever in pursuit of delight, the cleric seeks to spread joy wherever they tread. Bliss and beauty bend minds and inspire hearts. Compel foes to lose control and awaken strength and determination to steel a forlorn heart. The Cleric of Ecstasy stands as an idol of the delights of existence. Outside of combat they become a guide to feasts, artistic pursuits, and passionate encounters. They inspire to embrace a full spectrum of their desire, joy ,and fulfillment. Clerics of Ecstasy are the beacons that remind us that some things are worth fighting for; though they fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible.

Ecstasy domain spells

Ecstasy Domain Spells
Cleric Level Spells
1st Charm Person, Dissonant Whispers
3rd Mirror Image, Suggestion
5th Slow, Hypnotic Pattern
7th Confusion, Polymorph
9th Dominate Person, Modify Memory

Favor of the Fair

A divine essence courses through your being, transforming the banal into the sublime. Your senses become heightened, your movements graceful, your unarmored form becomes a canvas in waiting.

When you choose this domain at 1st level, you gain proficiency in the Performance skill and your unarmored Armor class is equal to 10 + your Wisdom modifier + your Dexterity modifier.

Blissful Beguilement

Your movements become mesmerizing. You channel an enchanting distraction and allure. As you extend your hand to aid an ally, the very air seems to ripple.

Also starting at 1st level, you can use the Help action as a Bonus Action to aid an ally in their next attack on a foe, if you succeed a Performance or Acrobatics check contested by the target's Wisdom (Insight) check. The target of that attack can be within 30 feet of you, rather than 5 feet, if the target can see or hear you.

Channel Divinity: Delusion Deluge

Starting at 2nd level, you can use your Channel Divinity to create an aura. As an action, you can exude an aura of invigoration in a 30-foot radius. Friendly creatures within this aura gain advantage on saving throws against fear and charm effects. Additionally, when an ally ends their turn within the aura, they can roll a d4 and add the number to their next attack roll. The aura moves with you, and it lasts for 1 minute or until you are incapacitated or die.

Pavane of Pride

As your connection with the divine deepens, the aura you conjure devolves into a torrent of energy that drowns the senses. Now allies that linger are bathed in a revitalizing downpour. Yet, those who dare to defy the allure a different fate awaits. As enemies choose to linger they are subjected to an irresistible call, a psychic onslaught of shifting hallucinatory images that disjoint and befuddle.

Beginning at 6th level, the blessing of your Delusion Deluge aura changes to a 1d6. Additionally, any enemies ending their turn within the 30-foot aura must succeed on a wisdom saving throw against your spell save DC or take 1d6 Psychic damage.

Ravenous Rapture

As your covenant grows, your faith infuses your weapon strikes. The Cleric's victims are ensnared in the throes of pain, causing them to embark on a rampage when struck. As you ascend further, your mastery over this torment deepens. Each strike becomes an intensified burst of agony.

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. 

Incarnate Icon

As you ascend to the pinnacle, you become a chosen vessel. The air around you seems to shimmer as you unleash forbidden arts. True mastery reveals itself in the dance you can command; you ensnare the bones of your foes in spasms, writhing. You stand as the conductor, orchestrating a ballet of torment.

Starting at level 17, you were chosen by your god or goddess to embody the epitome of senses. You gain resistance to either psychic or radiant damage. Additionally, once per day as an Action, you can choose up to six creature that you can see within 90 feet. The foes begin to dance uncontrollably. Creatures that can’t be charmed are immune to this effect. The dancing creatures have half their movement, gain disadvantage on Dexterity saving throws and attack rolls, and while the target is affected by this effect, other creatures have advantage on attack rolls against it. At the end of its turn a dancing creature makes a Wisdom saving throw against your Spell Save DC, to regain control of itself. On a successful save, the effect ends.

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