Base Class: Cleric
Even though most clerics are a paragon of wisdom in their communities sharing their beliefs by prayers and chants, cleric from art domain focuses primarily not on vague concept of understanding and interpretation, but on something far more tangible - an art.
Whether it is a painting, sculpture, poetry or a song - for art's cleric is a paramount to cultivate and spread beauty in any shape or form. To do so, an oratory skills are more required than faith alone, hence cleric's ability to be as persuasive as possible are significant to determine cleric's value and devotion to its god.
Art Domain is not officially acknowledged by common folk and these clerics are often mistaken by traveling minstrels. No wonder, given that musical instrument can be treated as their device to do wonders and prayers. They are followers of deities that value beauty, joy, poetry, song and renewal - as such, an ideal deity to follow for such cleric would be Milil, Lliira or Lathander.
Art Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | charm person, heroism |
| 3rd | calm emotions, detect thoughts |
| 5th | beacon of hope, [Tooltip Not Found] |
| 7th | divination, private sanctum |
| 9th | legend lore, hallow |
Disciple of Art
You gain advantage for skill checks related to Arcana, Religion and History related to art - music, painting, sculpture, poem and so on.
Additionally, music serves far better purpose to spread faiths than words alone. In your hands, your magical instrument inspires your listeners and harms your foes. Your connection to a god gives you proficiency in one musical instrument of your choice and you can use it as your spellcasting focus.
Channel Divinity: Mesmerizing Performance
Starting at 2nd level, you can use your Channel Divinity to enhance your performance.
As an action, you begin a musical performance in attempt to charm your audience. You can decide that up to your CHA modifier (minimum one) humanoids within 30 ft. that can hear you must make a CHA saving throw with your spell save DC or be charmed. Target can attempt to break the charm at the end of their turn by succeeding CHA saving throw. If you deal damage to charmed creature, this condition is immediately removed.
Alternatively you can spend your Channel Divinity to give yourself an advantage to your performance check with no additional action required.
Inspiring Words
Starting at 6th level, your oratory prowess excel in bolstering strength of your allies and helping them to fight through the pain.
Whenever you grant temporary hit points to an ally with a spell of 1st level of higher, you can expend a reaction to grant additional temporary hit points equal to your cleric level.
Alternatively, if you can see that your ally has been struck by critical attack, you can expend your reaction to negate a critical attack effect as long as that ally can hear you and is within 30 ft. of you.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Commanding Tone
Starting at 8th level, you add your Charisma modifier to the damage you deal with any cleric cantrip.
Song of Encouragement
At 17th level, you are an embodiment of inspiration for everyone and as such you cannot be frightened.
Moreover, as an action you can begin to bolster courage of your allies within 30 ft. radius of you. Upon activation, you remove frightened status from your allies and granting them advantage on saving throw against frightened status as long as they are within 30 ft. radius.
Additionally, every enemy that ends its turn within sphere of your song and can hear it takes 2d8 psychic damage.
Previous Versions
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7/7/2020 9:31:17 PM
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Coming Soon
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