Music Domain
These are the Gods of god of poetry, eloquence, music, and song. They are the muse of poets and writers, and a gods of inspiration and creativity more than anything else. They represent a work of art, a finished thought, a unique creation. Most often they are the patrons of bards and other entertainers, but any person preparing to speak, perform, or inspire prays to them. They are often depicted as a human or elf carrying his signature five-stringed harp of silver leaves. Holy shrines dedicated to them are found in music schools and venues, and commonly act as teachers of music and performance. Often, they are thought of being in service to a god of knowledge.
SONG DOMAIN SPELLS
| Cleric Level | Spells |
|---|---|
| 1st | charm person, dissonant whispers |
| 3rd | enthrall, shatter |
| 5th | dispel magic, hypnotic pattern |
| 7th | confusion, dimension door |
| 9th | legend lore, modify memory |
BONUS PROFICIENCIES
When you choose this domain at 1st level, you gain proficiency in two musical instruments of your choice. You also gain proficiency in the Performance skill and one other skill of your choice.
BONUS CANTRIP
At 1st level, you gain the vicious mockery cantrip.
CHANNEL DIVINITY: COUNTERCHARM
Starting at 2nd level, you can use your Channel Divinity to use musical notes or words of power to disrupt mind-influencing effects.
As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. Also, any affected creatures that are currently frightened or charmed get to make another saving throw (with advantage) against the effect at the beginning of their turn, ending the effect on a success. A creature must be able to hear you to gain this benefit.
The performance ends early if you are incapacitated or silenced, or if you voluntarily end it (no action required).
CHARMING VISAGE
Starting at 6th level, you can cast suggestion once without using a spell slot, and you regain the ability to do so after completing a long rest. Also, choose one Charisma-based skill that you are proficient in. Your proficiency bonus is doubled for any ability check that uses that proficiency.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
MAGICAL SECRETS
By 17th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Cleric table, or a cantrip.
The chosen spells count as cleric spells for you and you can prepare them normally as if they were on your spell list at the beginning of the day.

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