Divine Domain
Notes from the Nails: We’ll keep releasing these until the Musical book wins on Patreon!
Gospel Domain
In most of the world’s religions, music is used as a way of praising, honoring or currying favour from the Gods. Hymns, chants and litanies are a recurring theme in the rituals of many different faiths. Thus, it is not uncommon for a cleric to devote themselves to holy music, and gospel clerics can be found in temples throughout the land.
Cleric Level | Spells |
1st | bless, shield of faith |
3rd | enthrall, prayer of healing |
5th | spirit guardians, tongues |
7th | aura of purity, dominate beast |
9th | commune, dispel evil and good |
Armor of the Faithful
When you choose this domain at 1st level, your AC equals 10 + your Dexterity modifier + your Wisdom modifier, as long as you are wearing your sacred vestments.
Chorister
At 1st level, your voice is so powerful that you can still speak and perform verbal spell components in areas of magical silence.
Channel Divinity: Joyous Praise
Starting at 2nd level, you can use your Channel Divinity to infuse those around you with positive feeling.
As an action, you present your holy symbol and lead your allies in prayerful song. For the next minute, each friendly creature within 30 feet of you can use your Wisdom modifier instead of their own for any Wisdom check or saving throw they are required to make.
Channel Divinity: Faith Healing
At 6th level, you can use your Channel Divinity to cleanse the sick.
As an action, you present your holy symbol and evoke purifying energy in a 30-foot radius around yourself. All creatures in that area are cured of the poisoned condition and one disease, should they be afflicted with any.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ensemble of Angels
At 17th level, when you cast a spell with a verbal component, you can have up to 9 friendly creatures join you in performing the spell. These creatures must each have proficiency with at least one musical instrument, must spend the entire casting time concentrating on the spell, and cannot take actions other than to contribute to the spell. For each creature that joins you, the total casting time is reduced by 1 minute and the spell is cast as though from a higher level spell slot (maximum 3 slots higher, 9th level.)