The stars of Pash-Mara
Song and music are a universal language. Most intelligent creatures express emotion through songs, from the most dour Dwarven warrior singing a funeral dirge for a fallen comrade to the happiest of Elven Maidens raising her voice to welcome spring to the wood. The gods of song inspire singers, minstralws and bards to spread their songs throughout the Realms. The clerics who follow such gods are imbued with a small piece of that powerful voice.
Gods of music and song include those deities focused on beauty, joy and song. In the Realms, those gods are Lliira, goddess of joy, Sune, goddess of love and beauty, Oghma, the god of knowledge – and, of course, Milil, god of poetry and song.
Song Domain Spells
Cleric Level Spells
1st Bless, Charm Person
3rd Calm Emotions, Enthrall
5th Bestow Curse, Tongues
7th Banishment, Confusion
9th Geas, Legend Lore
At 1st Level you become proficient in Performance. In addition, you can add your wisdom modifier to Performance checks.
You can use a musical intrument as a spellcasting focus. If you do so, holding the instrument in hand (forgoing either your shield or weapon) grants you your wisdom modifier on concentration checks.
Please note – all of the abilities below (except for Symphony of Power) require the Cleric to be heard – silencing the Cleric’s song through magical or other means will prevent the abilities from functioning.
From 1st level, your voice holds the power to make your opponents falter as they attack you. How When you are attacked by a creature within 30 feet that you can see, you can use your reaction to utter a powerful note of song that imposes disadvantage on the attacker. An attacker that is deaf is unaffected by this feature.much You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest.
Channel Divinity: Inspiring Song
Starting at 2nd Level, you can use your Channel Divinity to inspire your allies to greater deeds through the power of your song. As a bonus action, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one d6 Divine Inspiration Die.
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 Inspiration, but it must be before the result of the roll is resolved by the DM. Once a Divine Inspiration die is used, it is lost. A creature can only have oneI M Divine Inspiration or Bardic Inspiration die at a time.
At 6th level, the dice become a d8 and at 11th, a d10.
Starting at 6th Level, your voice is so powerful that you can focus it on a spellcaster and make it difficult for them to cast a spell or concentrate. As an action, you can use your Channel Divinity to choose a spellcaster within 30 feet. Until the start of your next turn, that caster must make a concentration check against your spellcasting DC to cast a spell and must immediately make one to maintain concentration on an existing spell.
Starting at 8th Level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and any spell that deals thunder damage.
Symphony of Power
Starting at 17th Level you can use your action to sing a powerful symphony of song. All creatures within 5 feet take 1d8 thunder damage and must make a constitution save vs. your spell DC or be stunned for 1d4 rounds. In addition, fragile items not protected inside a container within this range are shattered. Within 50 feet, any magical silence is dispelled, and all casters hostile to the Cleric must make a concentration check against your spell DC to maintain concentration on any spells. Unitl your next turn, any creature hostile to you must make a concentration check against your spellcasting DC prior to casting a spell or the spell fails.
Any creature that was within the effect of the Symphony suffers disadvantage on saving throw rolls to resists any charm or control spells cast by the Cleric, as well as any saving throw to resist the Cleric’s divine powers. This lasts for one minute.
This ability is usable once per long rest.