5e Cleric Subclass for the Goddess Effra
Inspiration Domain Spells
- 1st: Heroism, Guiding Bolt
- 3rd: Enhance Ability, Enthrall
- 5th: Fear, Major Image
- 7th: Fabricate, Freedom of Movement
- 9th: Commune, Contact Other Plane
When you choose this domain at 1st level, you gain proficiency with any 3 artisan tools.
Channel Divinity: Inspire
Starting at 2nd level, you can use your Channel Divinity to grant inspiration to those around you.
As an action, you present your holy symbol and bless those around you with divine inspiration. Choose a number of creatures up to your Charisma modifier plus your cleric level that do not already have inspiration. Each of these creatures gain an inspiration die, although if it is not used in the next 10 minutes, it is lost. This ability only works on creatures that are not charmed, dominated, under the command of another creature, and have at least 3 intelligence.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, any work of art you create about a specific person, place, or event is directly inspired by your goddess. A sculpture of a person might be exceptionally accurate, including the exact weapons and armor they carry. A painting of a battle would accurately depict numbers and faces of those involved. A song written about a person would hit on key truths about them. In effect, by creating an artistic rendition of a thing, the cleric may learn some piece of knowledge about it. The thing to be learned must manifest itself in art in some way. The work of art must be completed before it can be analyzed, for a good artist often reworks sections.