Cleric - Entertainment Domain
Clerics of the Entertainment Domain thrive off of an audience. They seek to be seen and heard, and gain their power from the cheers of the masses. They are able to inspire crowds and tug at their heartstrings, or simply put on a display of lights that will be hard to forget.
Cleric Level | Feature |
---|---|
1st | Domain Spells, Bonus Proficiencies, Rousing Performance |
2nd | Channel Divinity: Inspire Masses |
6th | Toy With Emotions |
8th | Potent Spellcasting |
17th | Thrill of the Stage |
Entertainment Domain Spells
Cleric Level | Spells |
---|---|
1st | Silent Image, Tasha's Hideous Laughter |
3rd | Enhance Ability, Pyrotechnics |
5th | Enemies Abound, Major Image |
7th | Confusion, Hallucinatory Terrain |
9th | Dream, Mislead |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in Deception and Performance.
Rousing Performance
The mere sight of your performances is enough to inspire your allies. When a friendly creature ends its turn within 20 feet of you, it gains a number of temporary hit points equal to your proficiency bonus.
Channel Divinity - Inspire Masses
As an action, you brandish your holy symbol to elevate the spirits of those around you. Choose a number of creatures within 90 feet of you up to your Wisdom Modifier. All of those creatures gain 1 Bardic Inspiration die, which is a d8.
Toy With Emotions
At 6th level, you are able to play with your audience's hearts. Immediately after you cast a cleric spell of 1st level or higher, or use your Channel Divinity, you can force all creatures of your choice within 30 feet of you to make a Wisdom Saving throw against your cleric Spell Save DC. If a creature fails this saving throw, it is either charmed or frightened of you until the end of your next turn.
Potent Spellcasting
Starting at 8th level, you add your Wisdom Modifier to the damage you deal with any cleric cantrip.
Thrill of the Stage
Beginning at 17th level, you live for the thrill of performing. As long as at least 10 creatures can see you, you gain 15 temporary hit points at the beginning of each of your turns.