Passion

Those gods who promote the ideals of love, arts, and celebration fall under the passion domain. Many bards, as well as minstrels and entertainers, worship gods of passion, smiling at their ardor for the creation of beauty and art.

Clerics of these gods celebrate life and love through acts of passionate festivity, believing the joy they receive from their worship should be shared with everyone around them.

Passion Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, All Eyes on Me
2nd Channel Divinity: Influx of Inspiration
6th Channel Divinity: Captivating Presence
8th Potent Spellcasting
17th Light Up the Room

Domain Spells

You gain domain spells at the cleric levels listed in the Passion Domain Spells table. See the Divine Domain class feature for how domain spells work.

Passion Domain Spells
Cleric Level Spells
1st color spray, heroism
3rd calm emotions, blur
5th beacon of hope, hypnotic pattern
7th aura of life, confusion
9th animate objects, wall of light

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with one musical instrument and one set of tools of your choice. You also gain proficiency with the Charisma (Performance) skill.

All Eyes on Me Also at 1st level, your confidence springs you into action. You may add your Wisdom modifier to the roll whenever you roll initiative.

Channel Divinity: Influx of Inspiration

At 2nd level, your gods shine through your presence. You can use your Channel Divinity feature to choose a number of creatures that you can see equal to your Wisdom modifier.

The selected creatures may add 1d6 to any attack roll, ability check, or saving throw they make within the next minute.

Channel Divinity: Captivating Presence

Beginning at 6th level, you can use your Channel Divinity to enchant a nearby creature. As an action, you can choose one creature within 5 feet of you and force them to make a Wisdom saving throw. On a failed save, the creature has disadvantage on any attacks it would make against you, as well as disadvantage on Wisdom and Intelligence saving throws. This effect lasts for 1 minute. A creature under this effect can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The saving throws it makes to end this effect are not made at disadvantage.

Potent Spellcasting

Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.

Light Up the Room

At 17th level, your presence becomes illuminating and a faint glow seems to cling to you wherever you go. As an action, you can shed bright light in a 30-foot radius centered on you and dim light for an additional 30 feet. This effect lasts for 10 minutes. Any ally that is standing within the 30 feet of bright light you shed has advantage on initiative rolls, Charisma checks, and Wisdom saving throws. Whenever an allied creature rolls a die to regain hit points, they may reroll any 1s rolled and must take the second result. Any hostile creature that makes an attack roll against you while standing in the bright light, must make a Wisdom saving throw or become charmed by you until this feature ends. Once you’ve used this feature, you can’t use it again until you have finished a long rest.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen