Cleric
Base Class: Cleric

“Where art is threatened, we protect it. Where art is hidden, we liberate it. Where art is absent, we create it.” - Storras Orosti, Cleric of the Art Domain and follower of Adenta.

Clerics of the Art Domain are artists, craftsmen, musicians and poets - folk who express their emotions, passions and personality through creative work. There is an innate beauty within all art, and the clerics who follow this domain work to protect and nurture this beauty to the best of their abilities.

Domain Spells

You gain domain spells at the cleric levels listed in the Art Domain Spells table. See the Divine Domain class feature for how domain spells work.

Art Domain Spells

Cleric Level Spells
1st color spraysilent image
3rd calm emotionsalter self
5th major imagehypnotic pattern
7th fabricatestone shape
9th seemingcreation

Creative Spirit

Beginning when you choose this domain at 1st level, your creativity has begun taking root. You gain proficiency in the Charisma (Performance) skill and with two artisan’s tools or musical instruments of your choice. Moreover, you can use a set of artisan’s tools or a musical instrument that you are proficient with as a holy symbol for your cleric spells and subclass features.

Divine Expression

Also at 1st level, you can create temporary expressions of your creative mind in the form of magical art pieces. When you do so, choose from the following options:

Painting. As an action, you conjure an intangible Medium or smaller painting in a space you can see within 30 feet of you, where it gently hovers a few feet off of the ground. The painting lasts until the end of your next turn, upon which it is magically torn into nothingness. Any creature that begins its turn within 10 feet of the painting must make a Wisdom saving throw. On a failed save, a creature is incapacitated and cannot willingly move away from the painting, as they become enthralled by its contents.

Sculpture. As a bonus action, you can conjure a Small or Tiny sculpture in an unoccupied space you can see within 30 feet of you, which lasts for 1 minute, or until you are killed. As part of the same bonus action, or as a bonus action on subsequent turns, you can teleport to the sculpture’s space. After doing so, or if you summon a second sculpture, the first sculpture crumbles into nothingness.

Song. As a bonus action, you can cause invigorating music to play within the mind of a creature you can see within 30 feet of you. The creature gains 2d8 temporary hit points, which last until the beginning of your next turn. While it has these temporary hit points, its speed is increased by 10 feet.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Channel Divinity: Artistic Inspiration

At 2nd level, you can inspire and heighten the creativity of yourself and others. Whenever you or a creature within 30 feet of you that you can see makes an ability check, you can use your reaction and spend a use of your Channel Divinity feature. The target can then treat a roll of 9 or lower as a 10 for the check. If the check they’re making is using a set of artisan’s tools or a musical instrument, they can instead treat a roll of 14 or lower as a 15.

Channel Divinity: Chromatic Cacophony

At 6th level, you can channel divine energy to overload a creature’s mind with vibrant colors and discordant music. As an action, you can present your holy symbol and spend a use of your Channel Divinity feature to force a creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, a creature is blinded and deafened until the end of your next turn, as swirling colors and dissonant music fills its mind. On a successful save, a creature isn’t blinded or deafened, but still suffers disadvantage on all attack rolls until the end of your next turn.

Regardless if the creature failed or succeeded on its saving throw, if it takes any damage before the end of your next turn, it suffers extra psychic damage equal to 1d6 + half your cleric level rounded up.

Potent Spellcasting

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

Bring to Life

At 17th level, you can call upon your deity to grant your art true life. As an action, you can conjure a powerful manifestation of your creativity in the form of a divine spirit, which appears in an unoccupied space that you can see within 30 feet of you. This manifestation uses the Creative Spirit stat block. When you use this feature, choose the spirit’s form: Vibrant, Lithic or Sonorous. You choose its appearance, though it should be based on its form. For example, a Vibrant spirit may be made out of colorful paint; a Lithic spirit may look like it has been carved out of gray stone or pristine marble, and a Sonorous spirit may look like it has been created from glowing musical staffs and notes. Its form determines certain traits in its stat block. The spirit lasts for 1 hour, until it has been reduced to 0 hit points, until you are killed, or until you choose to dismiss it as a bonus action.

The spirit is friendly to you and your companions. In combat, it shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Creative Spirit

Armor Class 18 (Sonorous and Vibrant Only), 20 (Lithic Only)

Hit Points 125

Speed 30 ft., fly 30 ft. (Sonorous Only)

STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)

Damage Immunities poison, psychic, thunder (Sonorous Only)

Condition Immunities charmed, exhaustion, poisoned, frightened

Senses blindsight 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amorphous (Sonorous and Vibrant Only). The spirit can occupy another creature's space and vice versa. Moreover, it can move through a space as narrow as 1 inch wide without squeezing.

Chromatic Safeguard (Vibrant Only). Creatures of your choice within 10 feet of the spirit gain resistance to one of the following damage types (your choice); acid, cold, fire, lightning or poison damage. At the beginning of each of your turns, you can exchange the current damage type for another.

Divine Masterpiece. The spirit is immune to any spell or effect that would alter its form.

False Appearance (Lithic Only). If a creature hasn’t observed the spirit move or act, that creature must succeed on an Intelligence (Investigation) check against your spell save DC to discern that the spirit isn’t a mundane statue.

Irresistible Music (Sonorous Only). When any creature begins its turn within 10 feet of the spirit, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, its speed is reduced to 0 and it immediately ends its turn, spending all of it dancing in its current space until the beginning of its next turn.

Actions

Multiattack. The spirit makes two attacks of its choice.

Chromatic Burst (Vibrant Only). Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d8 + PB acid, cold, fire, lightning or poison damage (your choice) and the target is blinded until the beginning of the spirit's next turn.

Discordant Blare (Sonorous Only). Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d12 + PB thunder damage and the target is deafened until the beginning of the spirit's next turn.

Stony Slam (Lithic Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d8 + PB bludgeoning damage and the target is knocked prone and cannot take reactions until the beginning of the spirit's next turn. 

 You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2021 7:47:53 AM
35
8
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4/4/2023 4:05:48 PM
97
13
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Art Domain Image

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