Base Class: Cleric
The divine domain associated with sound, the Sonic Domain covers much of the ideals of the power of song, spoken words, music, or even thunder. Any peals of potent noise can be imbued with power, and many of the great divinities who utilize this power believe that the divine word was one of the first sounds in all of creation. They know how to make any sound have a more potent capability, and how to use sound to even harm and attack your foes, like thunder.
In history, gods like Adad, Echo, Hathor, Hu, the Mneiae, Thor, Thunor, and Raijin have utilized the powers of this domain, for its sound, music, or thunder properties.
Domain Spells
1st-level Sonic Domain feature
You gain domain spells at the cleric levels listed in the Sonic Domain Spells table. See the Divine Domain class feature for how domain spells work.
Sonic Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | healing word, thunderwave |
| 3rd | magic mouth, shatter |
| 5th | mass healing word, thunder step |
| 7th | divination, fabricate |
| 9th | creation, destructive wave |
Sound Mind
1st-level Sonic Domain feature
At 1st level when you choose this divine domain, you are given the knowledge of how to use magic to make sounds of almost any kind you could imagine. You learn the Minor Illusion cantrip and you can use it to mimic any sound you have any heard at any volume up to that of a loud shout. If you use the cantrip to mimic a voice, you must still speak all of the words spoken in said voice, but the mimicry of that voice is pitch perfect for the duration of the spell. If you use this cantrip to mimic a singer's voice or to make the sound of a musical instrument, you can make it very pleasant and appealing in tone compared to normal, which grants you advantage on Performance checks you make while this spell is active. If you use this spell and then make a booming voice or terrible sounds, you may then gain advantage on the next Intimidation check you make against a creature who heard and witnessed those sounds.
Additionally, you gain your choice of the Booming Blade or Thunderclap cantrips.
Channel Divinity: Reverberation
2nd-level Sonic Domain feature
Starting at 2nd level, you learn how to cause sonic damage of spells you cast to create a resonant wave in the target which then reverberates a moment later to cause more harm. As a bonus action, choose a creature or non-magical object you can see. The next time you deal damage to that creature or a non-magical object with a spell or cantrip that deals thunder damage that target receives a reverberating wave. At the beginning of your next turn, if the target was a creature, it must make a Constitution saving throw at your spell save DC or suffer half the damage of that spell again (objects get no saving throw). If this target fails this saving throw, you may cause the creature to repeat this saving throw at the beginning of your next turn, and if they fail, they are dealt that damage again. Objects react differently to the reverberating wave, as soft objects (like a haystack) will only suffer the reverberating wave damage for one additional turn, firm objects (like a sturdy piece of cushioned furniture) receive the damage for two additional turns, and hard objects (like a stone wall) will receive this damage until they are destroyed. This process repeats until you use this feature to set a new reverberating wave in a target, or until the target succeeds at this saving throw.
Soul of Sound
6th-level Sonic Domain feature
Starting at 6th level, you gain greater power over magical sound, and you know now how to establish resonant frequencies which can have a number of effects on targets of spells you cast. As an action, you hold up your holy symbol in one hand and you can then establish a Divine Resonance with a number of creatures you can see who can hear you equal to your Wisdom bonus. Whenever you cast a spell or cantrip on a creature with a Divine Resonance, and that spell bestows temporary hit points, deals thunder damage or restores hit points, any dice you roll for that spell are treated as if they rolled their maximum value, and the Divine Resonance then ends. You may use this feature a number of times equal to your Wisdom bonus (minimum 1) before you must finish a long rest to use it again.
Additionally, you have resistance to thunder damage and you are immune to the Silence spell.
Divine Strike
At 8th level, you gain the ability to vibrate divine sonic fury through your weapons. 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.
Divine Words
17th-level Sonic Domain feature
At 17th level, you ascertain the magical secrets of the Divine Word, a knowledge of how all things are made from will, word, and sound resonance. This confers several benefits. Firstly, whenever you cast a spell or a cantrip with a verbal component, creatures cannot target you with reaction spells or reaction abilities until your spell has been cast.
Additionally, you add the Power Word Pain, Power Word Stun, Power Word Heal, and Power Word Kill spells to the Cleric spell list and can prepare them as Cleric spells.
Lastly, whenever you deal thunder damage to a creature and your Wisdom bonus is greater than that creature's Strength bonus, you may push that creature 5 feet in a direction away from you.
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