W Fashion Domain hile most gods preside over the mundane, base elements of life - harvests, or storms, or battles - a few devote themselves to higher pursuits. Art. Glamor. Beauty. Some out of a desire for worship and praise, bestowing gifts upon their followers to flaunt their divine grace. Others use looks to bedazzle and ensnare, preying on the senses and manipulating minds with more finesse than any magic. And some simply wish to share the beauty hidden within us all. Whatever their designs, gods such as Aphrodite, Balder, Corellon Larethian, Hathor, and Sune all desire to be seen. Thus their followers, though few in number, often make the strongest impressions. From the classiest ballroom to the sleaziest bar, clerics of fashion are always the best dressed in the room, whether in slinky silks or suave tailcoats, gilded armor or black leather. Art credit: MLP M6 Humanization by gsd748 https://www.deviantart.com/gsd748 A Different Kind of Cleric Though fashion domain clerics can still fight undead with the best of them, their true battlefield is in the court or tavern or the town square, where they wield their looks like an assassin wields her dagger. Fashion clerics replace the following cleric class features with the modified versions listed below: Spellcasting Ability, Spellcasting Focus, Channel Divinity: Turn Undead, Destroy Undead, Divine Intervention. Spellcasting Ability Charisma is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to fashion. You use your Charisma modifier whenever a cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You may use fine clothes or ornate armor as a spellcasting focus for your cleric spells. Channel Divinity: Turn Heads (Replaces Turn Undead.) Starting at 2nd level, as a bonus action you can present your holy symbol and strike a pose. Creatures of your choice within 60 feet that can see you must make a Wisdom saving throw or become charmed. While charmed, creatures have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you, and disadvantage on Wisdom (Insight) checks made against you. These effects are suppressed while the target cannot see you. You can sustain this ability for up to 1 hour by maintaining concentration, affecting new creatures of your choice the first time they enter within 60 feet and can see you. Destroy Unfashionable (Replaces Destroy Undead.) At 5th level, your divine fashion is too powerful for lesser garments to bear, revealing them as the rags they are. While Turn Heads is active, you can end it early as an action to destroy the clothing and armor of those currently affected, leaving them in tatters. This does not affect magical garments, or those worn by creatures above a certain challenge rating, as shown in the Destroy Unfashionable table. Creatures disrobed by this ability must spend their next turn attempting to hide or flee in shame. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Destroy Unfashionable Cleric Level Destroys apparel of CR... 5th 1 or lower 8th 2 or lower 11th 3 or lower 14th 4 or lower 17th 5 or lower Fashion Intervention (Replaces Divine Intervention.) Beginning at 10th level, others can call on you to intervene on their behalf when their need is great. Choose a willing target within 30 feet. As an action, you conjure the perfect outfit or accessory for them. For the next 3 hours, while wearing the outfit or accessory, the target has advantage on Charisma skill checks and saving throws. Additionally, sometimes your art is so brilliant that it becomes truly magical. You may choose to make a DC 20 Charisma (Performance) check as part of the crafting process. On a success, the target also gains the benefits of the one of the following spells for the duration of the effect: armor of agathys, bless, crusader's mantle, death ward, disguise self, enhance ability, freedom of movement, mage armor, pass without trace, protection from energy, protection from evil and good, sanctuary, skill empowerment. The spell counts as being cast at your highest spell slot level, and does not require concentration. If the spell would normally benefit multiple creatures, only the target of this ability is affected. After successfully making this check, you can't use this ability again for 7 days. Otherwise, you can use it again after a long rest. At 20th level, you may automatically pass the check, and can apply this ability to up to three creatures at once. Domain Features Fashion Domain Spells Cleric Level Spells 1st charm person, disguise self 3rd aid, suggestion 5th aura of vitality, hypnotic pattern 7th aura of purity, charm monster 9th dominate person, seeming Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in Charisma (Performance) and proficiency with Weaver's Tools. Look, But Do Not Touch Also starting at 1st level, while wearing fine clothes and no armor and no shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. At 7th level, while wearing ornate armor you may add your Charisma modifier to your AC instead of your Dexterity modifier. Cha From your As see w modi hour, and a Det Every how t Sta again Wisd can u Not At 8th ruin y attack with minu weap 1d10 14th Ove At 17 creat Creat again Art c Wa htt This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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