Cleric
Base Class: Cleric

The Festival Domain is a divine path that celebrates the joy and merriment of life. Clerics who follow this path are often found at the heart of festivities, such as weddings, harvest festivals, and other joyous celebrations.

The followers of the Festival Domain believe that life should be enjoyed to the fullest, and they seek to spread their infectious enthusiasm to all those around them. They see their role as not just spreading joy, but also as providing a sense of community and togetherness that helps people come together and celebrate their shared humanity.

These clerics are often found in bustling cities or towns, where they organize and lead festivals and parades. They are welcomed and beloved by the people, who see them as essential parts of their community.

Clerics of the Festival Domain must be ready for anything that might happen during these events, whether it's defending against marauding goblins or calming down an angry mob. They are trained to think on their feet and improvise solutions to any problems that arise, making them valuable members of any adventuring party that seeks to navigate through uncertain terrain.

In the world of D&D, the Festival Domain is often associated with deities of joy, music, and celebration, such as Lliira, the goddess of joy and festival, or Olidammara, the deity of music, revelry, and wine. These deities are typically worshipped in urban areas, where people gather to celebrate and enjoy life.

Overall, the Festival Domain represents the power of joy and togetherness, and its followers seek to spread that power throughout the world.

 

Domain Spells

1st-level Festival Domain feature

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

Twilight Domain Spells
Cleric Level Spells

1st

tasha's hideous laughter, heroism

3rd

mirror image, pyrotechnics

5th

counterspell, create food and water

7th

banishment, private sanctum

9th

animate objects, seeming

Bonus Proficiencies

1st-level Festival Domain feature

At 1st level, as a Festival Domain cleric, you gain proficiency with one Musical Instrument and one Gaming Set of your choice. You can use either of these items as a magical focus for your spells.

In addition, you can learn any cantrip from the bard spell list. Your spellcasting ability for this cantrip is Wisdom.

 

Liquid Luck

1st-level Festival Domain feature

At 1st level, as a Festival Domain cleric, you have the ability to create a special drink known as Ambrosia, which is blessed by your deity. As a ritual that takes at least 10 minutes, you can transform any nonmagical liquid into a number of these heavenly beverages equal to your proficiency bonus. These Ambrosias last for 8 hours after being blessed. The number of Ambrosias you can make is equal to your proficiency bonus. 

A creature can use a bonus action to drink one Ambrosia and gain the following benefits:

  • The creature becomes immune to the frightened condition for the next minute.
  • When you make an attack roll, an ability check, or a saving throw, you can reroll the d20 before knowing the outcome of the roll. You must use the new roll. After the reroll, the creature must roll on the Wild Magic Surge table. 

Life of the Party

1st-level Festival Domain feature

At 1st level, as a Festival Domain cleric, your preaching has taught you how to interact with people in a more effective way. Whenever you make an Intimidation, performance or persuasion skill. check, you can add your Wisdom modifier instead of your Charisma modifier to the roll. This reflects your ability to use your deep understanding of your deity's teachings to influence and persuade others.

Channel Divinity: Celebration of the Good Times.

2nd-level Festival Domain feature

At 2nd level, you gain the ability to use your Channel Divinity to spread irresistible joy and happiness to those around you. As an action, you can present your holy symbol, and all creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you for up to one minute.

While charmed in this way, creatures see everyone around them as their closest friends, and they will not take any actions or move unless forced to. Instead, they will revel in the moment, dancing, laughing, telling jokes, and generally having a good time. However, other creatures have advantage on attack rolls against affected creatures.

You can choose a number of creatures equal to your Wisdom modifier to be unaffected by this effect. Undead and constructs are immune to this effect.The effect ends for a creature if it takes any damage or if someone else uses an action to shake it out of its stupor.

 

Festive Fortitude

6th-level Festival Domain feature

Starting at 6th level, you can tap into the joy and energy of festivals to protect your allies from harm. As a reaction when a creature within 30 feet of you that you can see takes damage, you can create a dazzling explosion of glitter, smoke, fireworks, and confetti that shields the creature. The creature gains resistance to all damage until it takes the damage, and then the shield dissipates.

However, there's a price to pay for this protection. After using this feature, you must roll on the wild magic table. The power of the festival can sometimes lead to unexpected outcomes.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.

Divine Strike

8th-level Festival Domain feature

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. When you reach 14th level, the extra damage increases to 2d8.

The Party Never Ends

17th-level Festival Domain feature

As an action, you can create a zone of festive energy centered on yourself, filled with loud music, bright lights, fireworks, and confetti. This area of festive energy is a 30-foot sphere centered on you that moves with you, lasting for 1 minute or until you use another action to dismiss it.

Any spell or magical effect that targets an area or creature inside the zone must make a concentration saving throw against your spell save DC. On a failed save, the spell or effect fails and its slot or uses are consumed. If the spell or effect fails, the magic energy transforms into a burst of healing that restores 2d4 hit points plus your Wisdom modifier to every creature inside the zone.

Once you use this feature, you can't use it again until you finish a long rest.

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