Cleric
Base Class: Cleric

The ecstasy domain concerns all that which pulls the individual out of their normal state and into a heightened euphoria. Whether it is brought on by the frenzy of battle, the hedonism of wine and pleasures of the flesh, or the awakening of a consciousness to a higher plane of existence. This domain is shared by gods of wine and debauchery (Dionysus), Gods of battle madness (Ares, Odin), and Gods of lust and passion (Freyr, Pan). Clerics of this domain delight in altering their state of mind to access greater truths, or to simply partake more fully of earthly pursuits. They see it as their duty to share their experiences with all those who also wish to join them.

Domain Spells

You gain domain spells at the cleric levels listed in the Ecstasy Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells
Cleric Level Spells
1st goodberry, heroism
3rd aid, augury
5th beacon of hope, crusader's mantle
7th confusion, divination
9th awaken, contact other plane

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with Brewer's Supplies. You also gain the Guidance cantrip, which does not count against the number of cantrips you know. 

Expanded Consciousness

Starting when you choose this domain at 1st level, you are able to enter a state of Expanded Consciousness during which time you are able to perceive truths far beyond your normal understanding. In this state, you are able to ask the universe any one question and the DM must answer them truthfully. The DM reserves the right to answer your question in an obscure fashion if it concerns the wider narrative of the story. Once you use this ability you cannot use it again until you have had a long rest.

Channel Divinity: Hedonist's Regret

Starting at 2nd level, you can use your Channel Divinity to target a creature within 30 feet of you with the full force of the bacchanalia. The target will feel as though they are inebriated and take on the poisoned condition for one minute. Additionally, they will have disadvantage on wisdom saving throws. 

Channel Divinity: The Divine Madness Of Battle

Starting at 6th level, you can use your Channel Divinity to imbue your allies with the divine madness of battle. As an action, you present your holy symbol to a single willing creature within 30 feet of you. For the next minute, they will make all attacks with advantage.
Bolstered as they are by battle madness, they gain the ability to shrug off injuries that would otherwise kill them. If brought to zero HP during battle but not instantly killed, the battle madness triggers a reserve amount of HP equal to your cleric level times two. Upon completion of battle, the target's HP is reduced to 1, and they gain a level of exhaustion. If brought to zero HP after the reserve is triggered, death saves proceed as normal, and the target will have one level of exhaustion upon recovery.

Perceive The Weave

Starting at 8th level, you are able to conduct a ceremony that elevates the consciousness of you and your allies such that you are able to perceive the weave. As an action, choose a number of creatures equal to your proficiency bonus, and for 1 minute they will enter an altered state of consciousness that will allow them to detect magic as though they had cast the Detect Magic spell and gain information on magic items as though they had cast the Identify spell. Additionally, they roll with advantage for any spell saves. Once you have used this ability, you cannot do so again until you have had a long rest. 

Greater Divine Madness of Battle

At 17th level, you are able to invoke Divine Madness of Battle for a number of creatures equal to your proficiency bonus, and they will not suffer exhaustion after using the reserve pool of HP.

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