Artistry Domain

Gods of artistry promote creativity and imagination above all. These gods value all of the arts, including music, painting, sculpting, and other skilled crafts, though they often specialize in one craft above the others. Clerics of a god of artistry are creative souls infused with the desire to create and share their emotions with others, whether through song, artwork, or other means.

### Artistry Domain Spells

 3rd
 5th
 7th
 9th

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Performance skill, and one of the following artisan’s tools: calligrapher’s supplies, glassblower’s tools, jeweler’s tools, painter’s supplies, potter’s tools, or woodcarver’s tools. Also, you gain proficiency in a musical instrument of your choice.

### Artistic Compositions

Also at 1st level, you can conjure magical pieces of artwork that you design in your mind. Over a long rest, you can create musical compositions, paintings, and sculptures. You can create a number of these objects equal to your Wisdom modifier (a minimum of 1), and they can last until you complete your next long rest. You can create a single option multiple times, or create a variety of different options. The options are described below:

***Musical Composition.*** You write a musical composition upon a few conjured pages. As an action, you can cause the music to magically play within the mind of a creature you can see within 15 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn. A creature charmed this way can’t willingly move away from you. As you use this action, the pages disintegrate into nothingness.

***Painting***. You conjure a painting of your design that fits within a rectangular area no larger than 3 feet on a side, and no smaller than half a foot on a side. As an action, you can enter into the painting if you are within 5 feet of it. You, along with anything you’re wearing or carrying, disappears before appearing at a location of your choice within the painting. You can remain within the painting for up to 10 minutes, though you are also forced out if the painting takes any damage. While within the painting, you can see, hear, and smell as normal. Once you leave the painting, it disintegrates into nothingness.

***Sculpture.*** You conjure a tiny sculpture of yourself. While you are within 30 feet of the sculpture, you can use your bonus action to teleport to its location. If there is insufficient room at the sculpture’s location, you teleport to the location nearest to the sculpture that has sufficient room for you. Once you teleport, the sculpture disintegrates into nothingness.

### Channel Divinity: Deluge of Creativity

Beginning at 2nd level, you can use your Channel Divinity to fill a creature’s mind with music and color, drowning out reality. As an action, you present your holy symbol, and a creature you can see within 30 feet of you must make a Wisdom saving throw.

On a failed save, the creature is blinded and deafened until the end of your next turn or until it takes any damage, as vibrant colors fill its vision and beautiful music drowns out all other noise. On a successful save, the creature is not blinded nor deafened, but it still has disadvantage on attack rolls until the end of your next turn or until it takes any damage. Regardless of whether the creature succeeded or failed its save, if it takes any damage before the end of your next turn, it is dealt additional psychic damage equal to 1d4 + half your cleric level.

### Channel Divinity: Bring to Life

At 6th level, you can use your Channel Divinity to create real creatures and objects from artwork.

As an action, you touch your holy symbol to a piece of artwork and cause a single object or creature depicted within that piece to be conjured at an unoccupied location within 30 feet of you, in a perfectly realistic form. To be an eligible target, the real version of a selected creature or object must fit within a 10-foot cube. If the target is a creature, it must either be a beast of CR 1/4 or below or a CR 0 creature of any creature type. A conjured creature is friendly to you and obeys your commands. Any creature or object conjured by this feature lasts for 1 hour or until it is destroyed or dismissed as a bonus action on your turn. The maximum CR of any beast you conjure with this feature increases to 1 at 11th level and 2 at 17th level.

### Potent Spellcasting

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

### Aura of Artistry

Starting at 17th level, certain spells you cast will create auras of divine magic. Whenever you cast an enchantment or illusion spell, you can cause magical energy to radiate from you in an aura with a 10-foot radius. For 1 minute or until you use this feature again, the aura moves with you, centered on you. The effects of the aura depend on the spell’s school of magic:

***Enchantment.*** The aura is filled with inspiring music. A friendly creature that starts its turn within the aura gains 2d6 temporary hit points that last until it leaves the aura.

***Illusion.*** The aura is filled with illusory images and sounds that distract opponents. Hostile creatures within the aura have disadvantage on attack rolls.