Arts Domain Spells |
|
Cleric Level |
|
1st |
Comprehend Languages, Silent Image |
3rd |
Alter Self, Locate Object |
5th |
Hypnotic Pattern, Major Image |
7th |
Fabricate, Stone Shape |
9th |
Creation, Legend Lore |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the History skill and two of your choice from Calligrapher's Supplies, Jeweler's Tools, Leatherworker's Tools, Mason's Tools, two Musical Instruments, Painter's Supplies, Potter's Tools, Weaver's Tools, or Woodcarver's Tools.
Divine Maker When you choose this domain at 1st level, you gain the mending and minor illusion cantrips, which count as cleric
cantrips for you.
Channel Divinity: Divine Inspiration
Starting at 2nd level, you can use your Channel Divinity to call upon you God to inspire a creature. When a creature within 30 feet of you rolls an ability check, you can use your reaction to fill it with divine inspiration, moved to creation and resourcefulness. The target then gains a +5 bonus on their roll. You can use this ability after the creature rolls, but before any effects of the roll occur.
Self-reflection
Starting at 6th level, you can look within yourself and criticize objectively. While you are charmed, frightened, or stunned, you can use your bonus action to repeat your saving throw against the effect, even if you could not otherwise take an action. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Life Imitates Art
Starting at 17th level, your connection with you God allows you to design magnificent creations and breath life into them. You learn the Demiplane spell and always have it prepared. It counts as a cleric spell for you. When you cast this spell, you can cause your Demiplane to appear as a rocky field, a forest with a small spring or a grassland with a small stream. Additionally, you can use your action to choose one nonmagical object or one creature that is depicted in a work of art or that is part of an illusion spell of 1st level or higher that you cast and make that object or creature real permanently. If you choose a creature, the creature must have a challenge rating of 5 or lower. The creature is charmed by you for 1 day or until you or your companions do anything harmful to it. While the creature is charmed, it takes your suggestions in the most favorable way possible, even helping you in battle if asked. When the charmed condition ends, the creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. Once you use the second part of this ability, you cannot do so again until you finish a long rest.
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