Music Domain (5e Subclass)
From D&D Wiki
Music Domain[edit]
Cleric Subclass
Gods of music bring many types of song to the world whether joyful or sorrowful. They are often times patrons of bards, and often associated with dancing, art, poetry, and/or fertility as well as their musical skills. Apollo and the Muses, Meret, Benzaiten, Fuxi/Fu Hsi, and Bragi would be good examples of deities of music.
- Domain Spells
As a Cleric of Music, you gain the following Domain spells at the appropriate levels. Domain spells are always considered prepared and do not count against the number of spells you can prepare each day.
Cleric Level | Spells |
---|---|
1st | charm person, comprehend languages |
3rd | enthrall, Shatter |
5th | hypnotic pattern, tongues |
7th | Charm Monster, compulsion |
9th | animate objects, Legend Lore |
- Holy Instrumentist
At 1st level, you gain proficiency with the Performance skill, and with three musical instruments and you can use your Wisdom modifier, rather than your Charisma modifier, whenever you make a check that uses those proficiencies.
In addition, you can use a Musical Instrument as your spellcasting focus, and cast your spells wielding it (even if the spell doesn't require a focus) When you do so, you can change the radiant damage for thunder damage, and the necrotic damage for psychic damage.
- Divine Inspiration
Starting at 1st level, you can play divine tunes inspired by the gods. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Divine Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Divine Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Divine Inspiration die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Channel Divinity: Inspiring Performance
At 2nd level, you can use your divine tunes to inspire your allies. When you cast a spell that restore hit points to your allies, any friendly creature that regain hit points also gain temporary hit points equal to the same amount of hit points regained.
- Emboldening Performance
At 6th level, your tunes can break the hold fear and mind control have over your allies. Whenever you cast a spell that target's an ally, you can also end the charmed or frightened condition on that ally. In addition, whenever an ally has temporary hit points granted by you, that ally have advantage on Intelligence, Wisdom and Charisma saving throws.
- Dissonant Tunes
At 8th level, you add your Wisdom modifier (minimum +1) to the damage of any spell you cast that causes thunder or psychic damage.
- Hymns Repertoire
When you reach the 17th level, you gain a revelation, learning musical secrets from your gods. You learn two spells from the bard's spell list. These spells are considered cleric spells for you. In addition, you can cast a spell granted by this feature without spending a spell slot once. When you do so, you can't cast a spell without spending a spell slot again using this feature for the next 7 days.
Back to Main Page → 5e Homebrew → Character Options → Subclasses