TEXT: A MUSICAL SUBCLASS FOR CLERICS
  BY KAI LINDER
  
  CLERIC MUSIC DOMAIN
  INTRODUCTION
  Music is everywhere, a universal language, that
  everyone understands. Whether it’s a lonely song sung
  at night are or raucous chant in crowded tavern, music
  can help connect with ourselves and each other. Clerics
  of the Music Domain work on behalf of the gods using
  divine song to spread this message to any who will hear
  it. Almost any kind of diety can grant the powers of
  this domain. Some gods hold this portfolio along with
  others, such as Corellon Larethian, Branchala, and
  Olidammara, while others represent it much more
  specifically, like Milil and Eilistraee.
  BONUS PROFICIENCIES
  When you choose this domain at 1st level, you gain
  proficiency with two musical instruments of your
  choice. You also gain proficiency with the Performance
  skill, and your proficiency bonus is doubled for any
  checks you make with it.
  You can use musical instruments you are proficient
  with as a spellcasting focus for your cleric spells.
  CATCHY TUNE
  Also at 1st level, you can sing magically beneficial tunes
  that move from one creature to the next. As an action,
  you sing a magically catchy tune to a creature other
  than yourself within 30 feet of you who can hear you.
  That creature’s mind is filled with the Catchy Tune.
  Once within the next minute, the creature can add
  your Wisdom modifier to one ability check or saving
  throw it makes. The Catchy Tune then leaves their
  mind, and they can choose another creature other than
  themselves within 30 feet that can hear them. That
  creature’s mind is filled with the Catchy Tune.
  The Catchy Tune expires after it has been used a
  number of times equal to your proficiency bonus.
  Once you use this feature, you can’t use it again until
  you finish a long rest.
  CHANNEL DIVINITY: SUMMON SONG
  Starting at 2nd level, you can use your Channel
  Divinity to weave music into a sentient form to aid
  you.
  As an action, you present your holy symbol, and
  summon a living song in an unoccupied space you can
  see within 30 feet of you. This corporeal form uses the
  Living Song stat block (see next page). When you use
  this feature, choose a vibe: Disrupting, Exciting,
  Inspiring, or Relaxing. The creature takes a vague
  music-enveloped form of your choice associated with
  the chosen vibe, which determines one of the traits in
  its stat block. The creature disappears after 10 minutes
  or when it drops to 0 hit points.
  The living song is an ally to you and your
  companions. In combat, it shares your initiative count,
  but it takes its turn immediately after yours. It obeys
  your verbal commands (no action required by you). If
  you don’t issue any, it takes the Dodge action and uses
  its move to avoid danger.
  UNSILENCEABLE
  When you reach 6th level, your divine connection to
  music becomes unbreakable. You are immune to the
  deafened condition and the effects of magical silence.
  POTENT SPELLCASTING
  Starting at 8th level, you add your Wisdom modifier to
  the damage you deal with any cleric cantrip.
  CELESTIAL CHORUS
  At 17th level, you can call on the heavenly host to help
  perform a song so filled with divinity that it enthralls
  all who hear it. As an action, you present your holy
  symbol and summon a choir of celestial voices to give a
  divine performance audible out to 30 feet. Each
  creature of your choice that hears the song must
  succeed on a Wisdom saving throw against your cleric
  spell save DC or be charmed by you until the end of
  your next turn. A charmed creature’s speed drops to 0,
  and it is incapacitated and visibly enraptured by the
  performance.
  On subsequent turns, you can use your action to
  maintain the chorus and this effect, extending its
  duration until the end of your next turn. The effect
  ends on a creature if you move more than 30 feet away
  from it, if the creature can’t hear you, if the creature is
  forced to make a saving throw, or if the creature takes
  damage.
  Once you use this feature, you can’t use it again until
  you finish a long rest.
  MUSIC DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  dissonant whispers, healing word
  3rd
  calm emo�ons, enthrall
  5th
  mass healing word, tongues
  7th
  aura of purity, compulsion
  9th
  dawn, legend lore
  “Damn it, I can’t get that song out of my head, I hope you’re
  happy.”
  And the cleric smiled. They were indeed happy. They knew that
  beneath that stubborn exterior, that little spark of song would
  grow and lighten the sorcerer’s heart. They started plucking
  away absentmindedly at their fiddle again, and soon noticed the
  sorcerer humming along.
  Their smile grew, and they put bow to strings and let the two
  voices sing together.
  
  FRIENDLY FIDDLE
  Wondrous item, uncommon (requires attunement)
  An unbreakable fiddle that feels perfectly comfortable
  to hold and play, and never requires maintenance.
  You have advantage on Charisma (Performance)
  checks made with the intent of growing closer to or
  befriending someone.
  While holding the fiddle, you can use an action to
  make a Wisdom (Insight) check against a creature you
  can see and hear within 30 feet of you, contested by the
  target’s Charisma (Deception) check. If you succeed,
  you magically learn a song the target enjoys or would
  like to hear, and know how to play it for the next hour.
  If you succeed by 5 or more, you can instead learn your
  choice of either the target’s favourite song, or one that
  has particular personal meaning to them. Once you use
  this feature, you can’t use it again until you finish a
  long rest.
  NECKLACE OF INSTRUMENTS
  Wondrous item, uncommon
  This necklace holds beads of various shape and
  material, each bearing a small carving of an instrument.
  While wearing the necklace, you can use a bonus
  action to detach one of the beads and hum the
  command note, causing it to become the instrument it
  represents. Once the last bead is removed, the necklace
  becomes an ordinary braided necklace.
  The necklace has two of each of the following beads:
  • Drum
  • Flute
  • Lyre
  • Viol
  In addition, the necklace has 1d4 other patches. The
  DM chooses the patches or determines them randomly.
  CREDITS
  Design and Layout: Kai Linder (@Paradoliak)
  Cover Art: Kredinca (@Lost_Krendel)
  Cover Layout: Bethany Bracken (@BethanyDnD)
  d12
  Bead
  1-3
  Bamboo panpipes that cause blossoms to
  lazily fall around you
  4-5
  Tartan-pa�erned bagpipes
  6-7
  A truly ancient one-note pipe
  8-9
  Dwarven tocken that smell of stone
  10-11
  A brass wargong etched with a maze
  12
  A 10-stop pipe organ, weighing 8 tons
  Living Song
  Medium elemental
  Armor Class 11 + your PB (natural armor)
  Hit Points 1 + your Wisdom modifier + five �mes your cleric
  level (the living song has a number of Hit Dice [d8s] equal
  to your cleric level)
  Speed 0 �.; fly 30 �. (hover)
  Damage Immuni�es poison
  Skills Sleight of Hand +5, Stealth +5
  Saving Throws Dex +1 plus PB, Cha +3 plus PB
  Skills Insight +1 plus PB, Performance +3 plus PB × 2
  Damage Immuni�es poison, thunder
  Condi�on Immuni�es deafened, exhaus�on, paralyzed,
  petrified, poisoned, unconscious
  Senses Darkvision 60 �., passive Percep�on 12
  Languages understands all spoken languages, communicates
  emo�ons using song
  Challenge — Proficiency Bonus (PB) equals your bonus
  Music Manifest. When the living song enters an area of
  magical silence for the first �me on a turn, or starts its turn
  there, it must succeed on a DC 15 Cons�tu�on saving
  throw or be destroyed.
  ACTIONS
  Soundwave. Ranged Weapon A�ack: your spell a�ack
  modifier to hit, reach 15 �., one target you can see. Hit: 1d6
  + PB thunder damage.
  BONUS ACTIONS
  Disrup�ng. The living song emits a cacophony at a creature
  within 15 feet that can hear it. The target must succeed on a
  Wisdom saving throw against your cleric spell save DC or
  suffer the effects of the bane spell un�l the start of the living
  song’s next turn.
  Exci�ng. The living song sings to a creature within 15 feet
  that can hear it. The target’s speed increases by 10 feet un�l
  the start of the living song’s next turn.
  Inspiring. The living song sings to a creature within 15 feet
  that can hear it. The target gains your choice of either
  proficiency in a musical instrument of its choice for 10
  minutes, or the effects of the bless spell un�l the start of the
  living song’s next turn.
  Soothing. The living song hums to a creature within 15 feet
  of it that can hear it, causing them to regain hit points equal
  to half your cleric level. This ability can be used a number of
  �mes equal to your Wisdom modifier (minimum once).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1)
  12 (+1)
  10 (+1)
  14 (+2)
  16 (+3)
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such
  material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Kai Linder and published
  under the Community Content Agreement for Dungeon Masters Guild.
  SOUNDS OF THE MUSIC DOMAIN
  At the end, remember that music is everywhere. It helps
  us speak to ourselves and each other, so this time I offer a
  song I consider to be one of my ‘soul songs’. If you feel
  like it, please share your own soul songs with me!
  Ljósið - Ólafur Arnalds:
  www.youtube.com/watch?v=mYIfiQlfaas
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/A Musical Subclass for Clerics - Music Domain.pdf