Cleric
Base Class: Cleric

Clerics who devoted theirselves to God of the Blues use aphorisms, music and magic to convey their doctrines to the whole world. They are tireless wanderers and they are considered as eccentrics in nearly every place they arrive. Because being sad and pensive about the corrupted world they see is their main characteristics. Moreover, according to these clerics, consuming alcoholic beverages and some weeds are a way to commune with their god. So, in many societies they are not approved. Clerics of this domain are also skilled musicians and singers and they use their musical talent to impress the people. Despite their gloomy nature, they believe in revolution and change. Thus, they can encourage and  empower their followers.

                                                                                                                                  The Blues Domain Spells

Cleric Level Spells
1st charm person, heroism
3rd crown of madness, enthrall
5th hypnotic pattern, slow 
7th compulsion, confusion
9th dominate person, skill empowerment

 

Divine Music

When you choose this domain at 1st level, you gain proficiency in the Performance skill, and a musical instrument. Also you gain Vicious Mockery cantrip.

Agility of the Drunken Cleric

You are a musician and a priest rather than a fighter. But the alcoholic drinks and strong plants you consume give you enough stamina and agility to withstand against your foes. Thus, wearing more than leather armor is a burden for you. Beginning at 1st level, while you are wearing just leather armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Wisdom modifier.

Channel Divinity: Pain is My Prayer

Starting at 2nd level, you can use your Channel Divinity to ignore the half of damage you take.

As a prophet of gloom, you are not unacquainted with pain. As a reaction in a turn when you are damaged, you present your holy symbol and preserve yourself from the massive damage. You take only half of the damage you are exposed to. 

Channel Divinity: Bleeding Is Just Another Type of Crying

Starting at 6th level, you can use your channel divinity to preserve your friends. As an action, using your holy symbol you can give resistance to any creature within 30 feet of you against piercing, slashing and bludgeoning damage for 1 minute.

Potent Spellcasting

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

Father of the Dolorous Mob

At the 17th level, whenever you want, your wistful presence affects anyone who hears you. As an action, you can try to charm creatures and make them dolorous followers of you by speaking at least 1 minute. Regardless of the distance, any creature who hears and understands you makes an Intelligence check. On a failed save, creatures are charmed by you. Moreover, if charmed creatures communicate with anybody else, they also must make an Intelligence check. If they fail, they also become charmed by you. This second ring of the chain is the last one. They can not affect anybody else. All of the charmed creatures suffer from melancholy, sadness and grief. Situation can resemble a mass hysteria. But they can also be activated for a passionate revolt by charmer.

This charming effect lasts 24 hours. After 24 hours, the affect vanishes. However, formerly charmed creatures does not need to be hostile towards you unless you forced them to do anything they did not want to do while they had been charmed.

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