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Saela - Moon of Art, Beauty, and Passion

SAELA – MOON OF ART, BEAUTY, PASSION

Themes:

  • Art, music, poetry, dance, sculpture
  • Beauty (aesthetic and inner), love, passion, desire
  • Ecstatic worship, festivals, revels, but also obsession and jealousy when twisted

A Saela Cleric is:

  • A bard‑like priest, performance‑artist, muse, or patron of lovers
  • In play: strong social presence, charm/control, morale support, and “healing through joy and inspiration”

Visually: Saela’s clergy favor vivid colors, flowing garments, musical instruments, masks, and symbols like roses, masks, or paintbrushes.


SAELA DOMAIN FEATURES BY LEVEL

These features stack with your base Lunar Cleric chassis.

Level 1 – Domain Spells & Muse‑Touched

Domain Spells

Always prepared; don’t count against prepared spells.

  • 1st:heroism, charm person
  • 3rd:enhance ability, enthrall
  • 5th:hypnotic pattern, beacon of hope
  • 7th:greater invisibility, compulsion
  • 9th:mass cure wounds, modify memory

This list leans into emotional influence, awe, and supportive magic.


Muse‑Touched

Saela has laid a hand on your heart and voice.

  • You gain proficiency in Performance or Persuasion (your choice).
  • If you already have both, gain proficiency in Deception or Insight (your choice).
  • You gain proficiency with one musical instrument or one artisan’s tool (painter’s, sculptor’s, etc.).
  • Inspiring Flourish:
  • Once per short or long rest, as a bonus action, you can perform a brief flourish (a chord, a stanza, a flash of color) that inspires a single ally who can see or hear you within 30 ft.
  • That ally gains an Inspiration Die, a d6 they can add to:
  • One ability check, attack roll, or saving throw
  • Within the next 10 minutes.
  • They roll the die after seeing the d20 roll but before knowing the outcome.

This is a light, Cleric‑flavored echo of bardic inspiration.


Level 2 – Channel Divinity: Ecstatic Chorus

You gain a Saela‑specific Channel Divinity.

Channel Divinity: Ecstatic Chorus

You unleash a wave of ecstatic art—song, dance, color, or light.

  • As an action, you perform a brief, intense display.
  • Choose creatures within 30 ft of you that can see or hear you.

Effects:

  • Allies (of your choice) in range:
  • Immediately gain temporary hit points equal to:
  • Your Cleric level + your Wisdom modifier.
  • For 1 minute, they also:
  • Gain advantage on saving throws vs being frightened.
  • Hostile creatures (of your choice) in range:
  • Must make a Wisdom saving throw vs your spell save DC.
  • On a failure:
  • They are charmed by you until the end of your next turn.
  • While charmed this way, they:
  • Regard you as enthralling; they cannot willingly attack you,
  • And suffer disadvantage on attack rolls against your allies, as their focus wavers.
  • On a success:
  • They are unaffected.

You expend one use of Channel Divinity to invoke Ecstatic Chorus.


Level 3 – (Base: Secondary Moon Influence I)

No Saela‑specific feature here; you choose your first secondary moon.


Level 4 – (Base ASI)


Level 5 – Healing Performance

At 5th, your artistry begins to entwine with your healing magic.

Healing Performance

Your healing is accompanied by beauty and encouragement.

  • Whenever you cast a spell of 1st level or higher that restores hit points to one or more creatures:
  • You can choose one healed creature (including yourself).
  • That creature gains one of the following boons for 1 minute (your choice per use):
  • Valor’s Verse – They gain a +1d4 bonus to attack rolls.
  • Steadfast Refrain – They gain a +1d4 bonus to saving throws.

Uses:

  • You can apply Healing Performance a number of times per long rest equal to your Wisdom modifier (minimum 1).
  • A creature can benefit from only one Healing Performance boon at a time; applying a new boon replaces the old.

Level 6 – Channel Divinity: Passion’s Command

At 6th, Saela grants a second Channel option: turning passion into control.

Channel Divinity: Passion’s Command

You seize the heart to direct the body.

  • As an action, choose one creature within 30 ft that can see or hear you.
  • It must make a Wisdom saving throw vs your spell save DC.
  • On a failed save:
  • For 1 minute (concentration), the creature is emotionally enthralled:
  • It is charmed by you.
  • At the start of each of its turns, you can use your reaction to issue a brief emotional command:
  • On that turn, the creature must choose between:
  • Attacking a target you designate (if able), or
  • Taking no action other than movement (it may still move but cannot attack or cast spells).
  • It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • On a successful save:
  • The creature is unaffected and is immune to your Passion’s Command for 24 hours.

This is a toned‑down, Channel‑based cousin to dominate person, flavored as overwhelming emotion.

You expend one use of Channel Divinity to use this power.


Level 7 – (Base: Secondary Moon Influence II)

No extra Saela feature.


Level 8 – (Base ASI)


Level 9 – Aura of Awe

At 9th, your mere presence becomes an artistic and emotional event.

Aura of Awe

  • While you are conscious, you emit a 10‑ft‑radius aura of Saela’s beauty and passion.
  • Within the aura:
  • Allies:
  • Gain advantage on Charisma (Performance) and Charisma (Persuasion) checks.
  • When they succeed on a Performance or Persuasion check while in the aura:
  • They can choose one creature who saw or heard them to gain advantage on its next saving throw vs fear, as courage is stirred.
  • Hostile creatures:
  • Have disadvantage on Wisdom (Insight) checks to see through your or your allies’ deceptions or hidden motives within the aura.
  • The first time each combat they attempt to attack you while within the aura:
  • They must make a Wisdom saving throw vs your spell DC:
  • On a failure, they can still attack, but their attack roll is made with disadvantage as hesitation grips them.
  • On a success, they are immune to this hesitation effect for 24 hours.

This reinforces Saela’s role as a social powerhouse and complicates attempts to strike her down.

At 18th level, this aura will expand/improve.


Level 10 – Lunar Intervention (Base)

Mechanically unchanged; under Saela, interventions might look like:

  • A haunting melody freezing a blade mid‑swing.
  • A sudden, luminous mural appearing on a wall to reveal a hidden path.
  • An overwhelming wave of beauty that calms a riot.

Level 11 – Heart‑Song Resonance

Your art and passion begin to literally move hearts.

Heart‑Song Resonance

  • When you cast an enchantment spell of 1st level or higher that charms or otherwise affects the mind:
  • You can choose one additional creature within 10 ft of the original target.
  • That second creature must also make the saving throw against the spell’s effect.
  • On a failure, it is affected as if it were also a target of the spell.
  • This can only affect one extra creature per casting, and only if:
  • The spell targets at least one creature, and
  • The second creature is a valid target for the spell.

Additionally:

  • Once per short rest, you can perform a 10‑minute ritual performance (song, dance, painting, etc.) for up to 6 willing creatures.
  • At the end of the performance:
  • Each participant gains temporary hit points equal to your Wisdom modifier + your Cleric level.
  • They also gain advantage on the next saving throw vs charm or fear they make within the next 24 hours.

This cements Saela as a pre‑adventure morale buffer.


Level 12 – (Base ASI)


Level 13 – Law of Beauty

Saela’s doctrine shapes how you perceive and are perceived.

Law of Beauty

  • You gain advantage on saving throws vs being charmed, dominated, or magically seduced.
  • When you fail a Charisma (Persuasion, Performance, or Deception) check:
  • You can choose to treat the d20 roll as a 10 instead of the number rolled (before adding modifiers).
  • Once you do this, you can’t use it again until you complete a short or long rest.
  • In addition, when a creature that:
  • Is friendly or indifferent to you, and
  • Can see or hear you,
  • Makes a hostile decision against you (e.g., deciding to betray you, attack you, or sabotage you behind your back),
  • The GM may call for it to make a Wisdom saving throw vs your spell DC:
  • On a failure, it hesitates, delaying the betrayal or attack by at least 1 round / one scene beat.
  • This doesn’t mind‑control them, but gives you a window to notice or intervene.

This bakes in the idea that betraying Saela’s chosen is emotionally difficult.


Level 14 – (Base: Third Moon / Deeper Influence)

No additional Saela‑specific feature.


Level 15 – Nightwatch Zenith (Base)

With Saela, Nightwatch might manifest as:

  • Nighttime vigils of song and storytelling that keep fear at bay.
  • Illusory pageants that distract would‑be attackers.

Mechanics remain as per the base Nightwatch.


Level 16 – (Base ASI)


Level 17 – Saela’s Confluence

At 17th, your Lunar Confluence gains a Saela‑specific rider.

Saela’s Confluence

While Lunar Confluence is active (1 minute):

  • Your healing spells that restore hit points:
  • Also grant each healed creature a +1d4 bonus to attack rolls and saving throws until the start of your next turn (a short but potent valor‑buff).
  • Your enchantment and illusion spells:
  • When a creature fails a saving throw against one of them:
  • It is stunned until the start of your next turn, as it is overwhelmed by emotion or vision.
  • This can only affect each creature once per spell (no perma‑stunning from a single persistent effect).

Additionally, once during each Confluence:

  • You can cast one of the following spells without expending a spell slot:
  • mass suggestion, mass cure wounds, or greater invisibility (targeting yourself or an ally as the central figure of the performance).
  • When you do, that spell is wreathed in Saela’s beauty:
  • Creatures affected by mass suggestion have disadvantage on their saving throw if they can see/hear your performance.
  • Mass cure wounds from this Confluence automatically grants all targets maximized temp HP from your Ecstatic Chorus if that’s also active (GM can reconcile stacking).
  • Greater invisibility cast this way can be flavored as a performer simply “stepping out of sight” in a flourish.

This makes Saela Clerics terrifyingly effective in both social and combat climaxes.


Level 18 – Avatar of Passion

You become a living conduit of Saela’s art and desire.

Avatar of Passion

  • Your Aura of Awe radius increases to 30 ft.
  • While conscious:
  • Allies in the aura:
  • Gain advantage on death saving throws.
  • When they roll a 1 on a death save, they can treat it as a 10 instead (no failure).
  • Hostile creatures in the aura:
  • Have disadvantage on saving throws vs your enchantment spells.
  • Once per long rest, you can invoke Grand Performance:
  • As an action, you begin a performance that lasts for 1 minute (concentration).
  • During this time:
  • Allies within 30 ft:
  • Add your Wisdom modifier to all Charisma checks and saving throws vs fear and charm.
  • At the start of each of their turns, they can choose to:
  • Gain temporary hit points equal to your Wisdom modifier, or
  • End one charmed or frightened condition on themselves.
  • Enemies within 30 ft:
  • Must make a Wisdom saving throw at the start of each of their turns:
  • On a failure, they are charmed by you until the start of their next turn (they can’t willingly attack you, and have disadvantage on attacks vs your allies).
  • On a success, they are unaffected for that turn.

This is your final “festival of Saela” moment, turning a battlefield into a stage.


Level 19 – (Base ASI)


Level 20 – Lunar Avatar (Base)

Your Lunar Avatar capstone applies as normal. For Saela, it might look like:

  • Your form becoming a living fresco or symphony of light.
  • Footsteps leaving momentary petals or motes of color.
  • Enemies reduced to tears or laughter instead of rage.

Mechanics remain those of the base Lunar Avatar; this is flavor.


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