Cleric
Base Class: Cleric

The Revelry Domain follows Deities that may value the importance of things like a bountiful harvest, vitality, ore even hedonism, but the common trait between any particular Deity of Revelry is the importance of Celebration and Pride among people. Clerics following this domain are always curious and excited of what new places they can visit. They're excited to adventure with a group of people that they can encourage close bonds to be built among peers for the understanding that one day that group will part ways, but stories and tributes of those allies will be told and celebrated across lands. They enthusiastically travel to new villages to discover new traditions, and encourage celebrations of life and leisure among new people. 

Their Deities grant them abilities that focus on bolstering their allies to find victory and celebrate lavishly. The spells granted in this way frequently focus around being able to affect and inspire a number of others and to always be the type that can bring an unforgettable reason for celebration ranging from refreshments, entertainment, and guests to bring people together, find common ground, gain appreciation, and create unforgettable memories. This is what Deities of Revelry want to see.

Revelry Domain Spells

Cleric Level Revalry Domain Spells

1st

Bless, Purify Food and Drink

3rd

Protection from Poison, Calm Emotions

5th

Create Food and Water, Mass Healing Word

7th

Conjure Woodland Beings, Death Ward

9th

Animate Objects, Mass Cure Wounds

Bonus Proficiencies

 You gain proficiency with Persuasion, Performance, and Cook's Utensils or Brewer's Supplies.

Mirthful Praise

At the 1st level, you gain the cantrips Guidance and Resistance, neither of these spells count against the number of cleric cantrips you know.  For you, it has a range of 30 feet, and you can as a bonus action.

Channel Divinity: Celebration of Vitality

Starting at the 2nd level, as an action, you present your holy symbol and evoke feelings of confidence and good health. A number of targets equal to 1+your Wisdom Modifier Bonus within 30 feet gain Temporary Hit Points equal to your Cleric Level+Proficiency Bonus and gain 1 Inspiration Point.

These Inspiration Points can increase a player's max limit (1), but player's will lose any additional Inspiration Points during the next long rest.

Divine Assistance

Starting at the 6th level, you're aid to others is more than help, it is a supernatural form of reassurance and vigor that is able to strengthen your allies beyond normal bounds.

After you successfully cast a spell targeting one or multiple friendly creature and is a 1st level spell or higher, you can choose a number of the affected targets equal to your Wisdom Modifier (minimum 1), they gain Temporary Hit Points equal to your Wisdom Modifier + spell's level.

Divine Strike

At the 8th level, you gain the ability to infuse your weapon strikes with psychic damage. Once on each of your turns when you hit a creature with a weapon, you can cause the attack to deal 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Reveler's Charm

AT the 17th level, you become a paragon of revelry. Your influence around others either inspires them to celebrate the perfection of themselves or creates feelings of hesitation to continue to oppose you. 

When you successfully cast spells of the 1st level or higher that target friendly creatures, you can choose a number of affected targets equal to your Wisdom Modifier (minimum 1), they gain advantage on their next attack roll, ability check, or saving throw. 

When you successfully cast spells of the 1st level or higher that target hostile creature, you can choose a number of affected targets equal to your Wisdom Modifier (minimum 1), they gain disadvantage on their next attack roll.

Previous Versions

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