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# The Ardor Domain ## Holy Conductors All clerics have faith in a god or an ideal which guides them, but cleric of the Ardor Domain believe with a zest or a zeal that is so infectious that they are able to manipulate the belief and emotions of those around them. They are dedicated to gods of art and beauty and love, or to ideals of passion or spirit or fervor. They are unstoppable dynamos of emotional expression, and to enocunter one and stand in their presence is to get swept up by their vigor and carried away on a wave of feeling. ## Subclass Features ### Domain Spells *1st-level Ardor Domain feature*
You gain domain spells at the cleric levels listed in the Ardor Domain Spells table. See the Divine Domain class feature for how domain spells work. #### Ardor Domain Spells | Cleric Level | Spells | |:------------:|:------:| | 1st | *charm person*, *heroism* | | 3rd | *crown of madness*, *enhance ability* | | 5th | *antagonize*, *fear* | | 7th | *confusion*, *phantasmal killer* | | 9th | *dominate person*, *geas* | ### Divine Exhortation *1st-level Ardor Domain feature*
Your words and spells convince even the staunchest of foes. If you attempt to charm a creature with an immunity to the *charmed* condition, you ignore that immunity so long as the creature shares a language with you. The creature has advantage on saving throws against your spells and effects which would charm it instead. ### Social Maneuvering *1st-level Ardor Domain feature*
You are able to play on the emotions of others. You become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Additionally, when your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or from spells of the Enchantment school on any spell list. \columnbreak ### Channel Divinity: Inspire Trust *2nd-level Ardor Domain feature*
You can use your Channel Divinity to cause those around you to believe in you. As an action, you can present your holy symbol, and each creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failure, a creature is *charmed* by you for up to 1 minute. While charmed in this way, attack rolls and Charisma checks against the creature have advantage. A creature can repeat the saving throw if it takes damage, ending the effect on a success. ### Susceptible to Suggestion *6th-level Ardor Domain feature*
Creatures *charmed* by you have disadvantage on saving throws against other spells you cast. ### Potent Spellcasting *8th-level Ardor Domain feature*
You add your Wisdom modifier to the damage you deal with any cleric cantrip. ### Twofold Fervor *17th-level Ardor Domain feature*
When you cast an Enchantment spell, its effect is doubled in one of the following ways: * If the spell would normally affect an area, you may select two such areas within range. * If the spell would normally affect creatures within a certain distance of you, that distance is doubled. * If the spell would normally affect a certain number of creatures, you may choose twice as many targets.