Music Domain

Every race has their own style of music, and for the clerics of the Music Domain, music is a way of showing their devotion. Music is mostly enjoyed by gods related to music and arts, such as Milil, Corellon Larethian, and Skoraeus Stonebones, although most of them consider it an adequate form of showing ones faith and belief. These clerics not only sing, but also play instruments, in the hopes of inspiring those around them, and discouraging those that would try to challenge you. Made by u/FinalTrial.

Music Style

When you gain a feature in the Music Domain, you may choose a style and gain its feature. You are not limited to only one style of music. You can pick one style at 1st level and another style later on.

Music Domain Features Cleric Level Features 1st Bonus Proficiencies, Domain Spells 2nd Channel Divinity: Face the Music 6th Sound the Horns 8th Divine Strike 17th Swan Song

Music Domain Spells Cleric Level Spells 1st Thunderwave, Dissonant Whispers 3rd Shatter, Warding Wind 5th Thunder Step, Wind wall 7th Charm Monster, Storm Sphere 9th Control Winds, Destructive Wave

Bonus Proficiencies

Gain proficiency in the Performance skill and with two musical instrument of your choice, and an aditional proficiency based on your chosen music style.

Metal. You gain proficiency with a Heavy weapon of your choice.

You gain proficiency with a Heavy weapon of your choice. Medieval. You gain proficiency with a Versatile weapon of your choice.

You gain proficiency with a Versatile weapon of your choice. Classic. You gain proficiency with a Finesse weapon of your choice.

Channel Divinity: Face the Music

Starting at 2nd level, you can use your Channel Divinity to play a heavenly choir.

As an action, you can present your holy symbol, creating a beutiful sound that influences creatures in a 30-foot radius centered on you. Friendly creatures gain the effects of Bless. Hostile creatures must make a Charisma saving throw. If they fail the saving throw, they are under the effect of Bane. Both of these effects last until the end of your next turn. If a creature cannot hear you, then it is not affected by Face the Music.

Sound the Horns

At 6th level, you can summon a creature whose challenge rating is equal or less than half your cleric level, once per long rest. That creature appears in a point you can see up to 30 feet. The creature can stay up to 1 minute. The type of summoned creature depends on your chosen music style.

Metal. You can summon Demons.

You can summon Demons. Medieval. You can summon Elementals.

You can summon Elementals. Classic. You can summon Celestials.

Divine Strike

At 8th level, you harness the power of your music to deal more damage. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Swan Song

When you reach 0 hit points, and don't die outright, you can use your reaction to play a final, powerful chord that can be heard up to 60 feet away. You gain a point of exhaustion and can only use this once per long rest. This chord has a different effect based on your chosen music style.

Metal. You can deal thunder damage to hostile creatures up to half your maximum hit points, divided however you want. Creatures must make a Constitution saving throw, taking half damage on a successful roll.

You can deal thunder damage to hostile creatures up to half your maximum hit points, divided however you want. Creatures must make a Constitution saving throw, taking half damage on a successful roll. Medieval. You can heal and deal thunder damage up to a quarter your maximum hit points for each effect, divided however you want. You cannot heal yourself. Creatures must make a Constitution saving throw, taking half damage on a successful roll.

You can heal and deal thunder damage up to a quarter your maximum hit points for each effect, divided however you want. You cannot heal yourself. Creatures must make a Constitution saving throw, taking half damage on a successful roll. Classic. You can heal friendly creatures up to half your maximum hit points, divided however you want. You cannot heal yourself.