Cleric
Base Class: Cleric

Resonance Domain clerics find kinship with bards as they worship the gods of music and revelry but also gods of language and, rarely, even gods of thunder.

Domain Spells

Resonance Domain Spells

Cleric Level Spells
1st thunderous smite, tasha's hideous laughter
3rd enthrall, shatter
5th motivational speech, tongues
7th charm monster, compulsion
9th commune, destructive wave

Bonus Proficiencies

At 1st level when you choose this Domain you also gain proficiency in Charisma (Performance) checks and your choice of musical instrument.

Sonorgist

At 1st level when you choose this Domain you gain the thaumaturgy and thunderclap cantrips. If you cast thaumaturgy on a creature wearing heavy armor you can remove their Disadvantage on Stealth checks for 1 minute. Additionally when preparing spells you may choose spells from the Bard spell list, they will count as Cleric spells for you.

Channel Divinity: Remedial Melody

At 2nd level you raise your holy symbol as it vibrates, emitting a soothing frequency. You may choose up to Wisdom modifier creatures within 60 feet of you, you are automatically included in this effect, to be healed for 1d10 + Cleric level; creatures healed in this way are also cured of the following conditions: frightened, deafened, paralyzed or stunned. Additionally, creatures healed in this way that happen to have Points of Exhaustion immediately have 1 Point removed.

Sonic Well

At 6th level you can designate a spot to give off white noise. As a Bonus Action you choose a space within 30 feet of you, that space becomes charged with supersonic energy that constantly emits low frequency sounds that are not heard but felt. Creatures you choose that start their turn or that come within 15 feet of this space must make a Constitution saving throw; on a fail the creature takes 2d6 thunder damage and cannot use their reaction this round. Additionally, if ever Sonic Well and the spell Silence or any sort of effect that dampens sound overlap each other, the noise dampening effect is immediately dispelled. You can only have 1 Sonic Well active at a time, and if you place a new Sonic Well the old one is dispelled.

You can use this ability Wisdom modifier times per long rest.

Potent Spellcasting

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

Resounding Percussion

At 17th level you may place 2 Sonic Wells as part of the same Bonus Action. As your Action you can cause one or both of your Sonic Wells to temporarily expand in size and power and immediately cause them to erupt in sound. You increase the radius of the Sonic Well to 30 feet and it deals 4d10 thunder damage and stuns on failure of a Constitution saving throw; or half as much and doesn't stun on a successful save. If a creature is in an area where both Sonic Wells overlap, they have disadvantage on the save and take 6d10 thunder damage as opposed to 4d10. If the Sonic Wells ever overlap by 15 feet or more, they dispel each other immediately after saves are made.

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