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Musewalker

The most devout priests of The Fool are often referred to as "Musewalkers" or "Mirthbringers". They often wear bright colors and elaborate costumes, though there is no dresscode for the followers of The Fool. They love all who pray to them. Musewalkers are often friendly, charasmatic folk with lofty goals, whether it be world domination, or writing the most beautiful poem the world has ever known. Truly the possibilities are endless.

Holy Symbol

The holy symbol of the Musewalker is a small ring of jingle bells that are worn or carried. The bells are used to help channel the power of The Fool to inspire those around them, or to cast certain priest spells.

Class Features

Musewalkers gain the following abilities:
  • Musewalkers do not get Turn Undead. Instead, they channel the power of The Fool to inspire those around them. The inspiration of the Musewalker grants a +1 competency bonus to proficiency checks, ability checks and saves for all of the Musewalker's allies within 20ft. The channeling happens in the form of a tune, whether a sea shanty, humming a soft tune or tapping a rythm against their leg. The Musewalker must also incorporate their bells into whatever form their channeling takes.
  • At level 3, Musewalkers gain the ability to cast Alter Self 1/day. They gain +1/day for every 3 cleric levels they obtain. (2/day at 6, 3/day at 9, etc. To a maximum of 5/day at level 15).
  • At 7th level, the Musewalker gains the ability to cast Tasha's Uncontrollable Hideous Laughter 1/day.
  • At 9th level, the Musewalker gains a 50% resistance to charm and enchantment magic.
  • At 12th level, the Musewalker gains the ability to cast teleport 1/day, moving through the world as a muse of The Fool.

    Priest Spell Progression

    Domain Spells

    Level 1
    • Bless
    • Combine
    • Detect Evil
    • Purify Food & Drink
    • Command
    • Remove Fear
    • Detect Magic
    • Detect Poison
    • Detect Snares & Pits
    • Locate Animals or Plants
    • Animal Friendship
    • Invisibility To Animals
    • Locate Animals or Plants
    • Cure Light Wounds
    • Entangle
    • Pass Without Trace
    • Shillelagh
    • Light
    • Faerie Fire
    Level 2
    • Enthrall
    • Hold Person
    • Augury
    • Detect Charm
    • Find Traps
    • Know Alignment
    • Speak With Animals
    • Silence, 15-foot Radius
    • Wyvern Watch
    • Charm Person or Mammal
    • Messenger
    • Snake Charm
    • Speak With Animals
    • Slow Poison
    • Barkskin
    • Goodberry
    • Trip
    • Warp Wood
    • Obscurement
    Level 3
    • Locate Object
    • Speak With Dead
    • Glyph of Warding
    • Hold Animals
    • Summon Insects
    • Plant Growth
    • Snare
    • Spike Growth
    • Tree
    • Continual Light
    • Starshine
    • Call Lightning
    • Create Food and water
    Level 4
    • Cloak of Bravery
    • Free Action
    • Imbue With Spell Ability
    • Detect Lie
    • Divination
    • Reflecting Pool
    • Tongues
    • Animal Summoning I
    • Call Woodland Beings
    • Giant Insect
    • Repel Insects
    • Cure Serious Wounds
    • Neutralize Poison
    • Hallucinatory Forest
    • Hold Plant
    • Plant Door
    • Speak With Plants
    • Sticks to Snakes
    • Abjure
    • Protection From Lightning
    Level 5
    • Quest
    • Commune
    • Commune With Nature
    • Magic Font
    • True Seeing
    Level 6
    • Find The Path
    • Speak With Monsters
    • Animate Object
    • Blade Barrier
    • Heroe's Feast
    • Wall of Thorns
    Level 7
    • Confusion
    • Exaction
    • Changestaff
    • Chariot of Sustarre
    • Symbol
Major Domains:Charm, Divination, Creation, Guardian
Minor Domains:Animal, Healing, Plant, Summoning, Sun, Weather
Allowed Weapons
Musewalkers are allowed the following weapons: club, crossbow, dart, spear, quarterstaff, sling, long sword, short sword, blowgun, short bow, hand crossbow, light crossbow, dagger and rapier (Additional weapons can be added if a good enough case is made to the DM)

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