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.
|1st||Domain Spells, Bonus Proficiencies, All Eyes on Me|
|2nd||Channel Divinity: Influx of Inspiration|
|6th||Channel Divinity: Captivating Presence|
|17th||Light Up the Room|
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.
|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|
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.
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.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen