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Divine Domain
Notes from the Nails: the dance cleric boogies to and fro, hither and yon. Whence comes she? No man knows. Whither strikes she next? All men live in fear of her and her moxie.

Dance Domain

In the Feywild, lords, ladies and worthy notables of all kinds are famously obsessed with dancing. The ability to express beauty through graceful movement is highly prized and the blessings of the elven goddess of dance highly sought-after. Naturally, her clerics are welcomed wherever they tread, for they always seek to foster joy and the spirit of togetherness through their rhythmic rituals.

Dance Domain Spells
Cleric Level   Spells
1st enhance reflexes*, hideous laughter
3rd burst of speed*, hold person
5th haste, hypnotic pattern
7th conjure woodland beings, freedom of movement
9th frolicking fountain*, masquerade ball**
*See here for chronomancy spells and here for water spells.
**See below. 

 

Expert Performer
When you choose this domain at 1st level, you gain proficiency with the Performance skill. Your proficiency bonus is doubled for any Performance check you make that is related to dance.

Energy and Momentum
Also at 1st level, you are able to boost your spellcasting abilities by remaining in constant motion. Whenever you move at least 25 feet without entering the same space twice on your turn, you gain 1 momentum point, up to a maximum equal to your Wisdom modifier. If you fail to gain a momentum point on your turn, you lose all accumulated momentum points at the end of that turn.
     Whenever you cast a spell that deals damage or restores hit points, you can add your current number of momentum points to the damage or healing roll.

Channel Divinity: Footloose
Starting at 2nd level, you can use your Channel Divinity to help you or your allies to cut loose and shimmy unopposed across the battlefield.
     As an action, you present your holy symbol and touch a willing creature. For the next minute, the creature’s base movement speed increases by 15 feet and its movement never provokes opportunity attacks.

Mystical Gyrations
When you reach 6th level, you can use a reaction when targeted by a melee weapon attack to add your Wisdom modifier to your AC against the triggering attack.

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.

Murder on the Dancefloor
At 17th level, your command of the ballroom is such that you are able to burn your way across the floor, sowing mischief for everyone else in the room. Whenever you move out of a creature’s reach, you can use a bonus action to make a melee weapon attack against them. If the target of this attack is being grappled by another creature, they take double damage and, on a hit, must make a Dexterity saving throw against your Cleric spell save DC or fall prone, immediately ending the grapple.

New Spell: Masquerade Ball

Masquerade Ball

5th-level illusion

Casting Time: 1 action
Range: Self (120-foot radius)
Components: V, S, M (a mask worth at least 25gp)
Duration: Concentration, up to 10 minutes

You don a mask and become the focal point of a magical ball. The following effects come into force in a 120-foot radius around you, and last for the duration:
     Compelled to Dance. Movement within this spell’s area never provokes opportunity attacks. If a creature attempts to grapple another creature within the spell’s area, the target has disadvantage on any check made to resist being grappled. However, a creature that is grappled can end the grapple as an action on its turn, without needing to make any kind of ability check.
     Masquerade. All humanoids within range can alter their physical appearance as if they were under the influence of a disguise self spell.
     Music. You create illusory sounds that fill the area. These sounds must be some form of singing or music, and can range in volume from a whisper to a scream. If this spell’s area overlaps with an area of magical silence created by a spell of 5th level or lower, the spell that created the silence is dispelled.
     At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.

 

Changelog: 10/15/2020: Movement requirement for Energy & Momentum changed to 25 ft.

 

 

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