Base Class: Cleric
The gods of song are patrons of musicians and vocalists, from a humble halfling street performer who works for tips to the popular elven baritone whose silken voice can fill an auditorium to the fiery dwarven skald rousing her fellow warriors to battle. The gods of song teach that music will enrich lives in many ways: by lifting spirits, passing along traditions, or creating shared experiences. Clerics of these deities work to be moral compasses for bards, search for new songs and instruments to learn, inspire others to continue on with a renewed fervor, and foster a love of music in anyone they meet. Deities of this domain include Milil, Eilistraee, Branchala, Olladra, Apollo, and Taliesin.
Domain Spells
You gain domain spells at the cleric levels listed in the Song Domain Spells table. See the Divine Domain class feature for how domain spells work.
Song Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bless, thunderwave |
| 3rd | enthrall, shatter |
| 5th | dispel magic, tongues |
| 7th | compulsion, phantasmal killer |
| 9th | legend lore, dominate person |
Music in Your Bones
At 1st level, you gain the ability to change the casting time of Bless to 1 bonus action, when casting.
Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor and three musical instruments of your choice. If you’re proficient with a musical instrument, you can use it as a holy symbol and a spellcasting focus for your cleric spells.
Channel Divinity: Forgotten Melody
Starting at 2nd level, you can use your Channel Divinity to prevent concentration.
As an action, you present your holy symbol and perform the start of a catchy song. Each creature you choose that can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is unable to concentrate for 1 minute, while it attempts to finish the song.
Immune to Deafened
Starting at 6th level, you and friendly creatures within 20 feet of you can’t be deafened while you are conscious. You are also immune to Silence or similar effects.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Harp of War
At 17th level, you gain the ability to summon a Harp of War.
As an action, you create a five-stringed silver harp of glowing force, which hovers in your space and moves with you, leaving your hands free. The harp can be dispelled, if it is the successful target of a Dispel Magic against a 5th-level spell. One string can be plucked per round, as a bonus action. Once plucked, the string breaks. When all the strings are broken or an hour has passed, the harp ceases to exist.
String 1: You cast Shatter as a 5th-level spell without expending a spell slot and requiring no material component.
String 2: You cast Dispel Magic as a 5th-level spell without expending a spell slot.
String 3: You cast Lightning Bolt as a 5th-level spell without expending a spell slot and requiring no material component.
String 4: You cast Teleport without expending a spell slot.
String 5: You cast Flame Strike without expending a spell slot and requiring no material component.
Spells cast using Harp of War do not prevent you from casting another spell during the same turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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