Base Class: Cleric
The domain of Harmony is the antithesis of War, the ending of conflict, and the beginning of prosperity. Clerics of this Domain solve problems with discourse, not violence, and find peaceful solutions to generational problems by bringing people together.
Gods of this domain are most often associated with particular cities or even entire countries that have enjoyed long periods of relative peace with their neighbors, which is a rare thing in the Forgotten Realms. But gods that govern harmonious relationships such as friendship, family and trade could also grant similar powers to their clerics.
Level 3: Harmonious Emissary
Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You also gain proficiency in one of these skills of your choice: Insight, Performance, or Persuasion.
Level 3: Harmony Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Harmony Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Calm Emotions, Comprehend Languages, Detect Thoughts, Sanctuary |
| 5 | Sending, Tongues |
| 7 | Banishment, Guardian of Faith |
| 9 | Geas, Rary's Telepathic Bond |
Level 3: Diplomatic Immunity
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to grant yourself and any number of creatures within 30 feet an aura of absolute peace. Hostile creatures must succeed on a Wisdom saving throw against your Spell Save DC to harm creatures graced by this blessing with an attack roll or damaging spell. If they fail, then they must either choose a different target that did not receive your blessing, or lose their attack or spell. Graced creatures lose this blessing at the end of your next turn, or after making an attack roll, casting a spell, or dealing damage.
When you cast the Sanctuary spell, you extend its duration to one hour.
Level 6: Pacifying Strike
Bludgeoning melee weapons that you wield gain an additional Weapon Mastery Property that you may use in combat:
Pacify: Creatures struck by this weapon must make a Wisdom saving throw against your Spell Save DC. On a failure, that creature becomes unable to make Attack actions or Opportunity Attacks until the end of your next turn. It may still cast spells or take any other Action on its turn.
You may not activate more than one Mastery Property per attack, but may choose between Pacify and the weapon's normal Mastery Property if you know both.
Level 17: Gather the Flock
Any creature that fails a Wisdom saving throw imposed by your spells or Harmony Domain Cleric subclass abilities is also Charmed by you until it takes damage or finishes a short or long rest. Creatures that are Charmed by you cannot target you, your allies, or other creatures you have Charmed with attacks or damaging abilities and/or magical effects.
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