Base Class: Cleric
Most gods concern themselves with the natural forces of Life and Death, or make sure that nature is protected, or even monitor the behaviour of the seas to make sure that the safe passage of traders and sailors are ensured, and their clerics reflect that. Clerics worshipping the deities of Revelry and Liquid Courage (such as Dionysus, Bacchus, and Aegir) often reflect their deity in two main ways - that is - always wanting to be the life of the party (or just naturally becoming it), or acting drunk and having a mug of alcohol in their hand and their holy symbol in the other, preaching the words of their deity and (sometimes) causing just a random party to take place. Some clerics of this domain may prefer the quieter things in parties, these clerics just tend to start smaller parties with some of their closest friends or relatives in silent enjoyment, because after all - not every form of revelry is colourful, loud, and massive.
Domain Spells
1st-level Revelry Domain feature
You gain domain spells at the cleric levels listed in the Revelry Domain Spells table. See the Divine Domain class feature for how domain spells work.
Peace Domain Spells
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Implement of Revelry
1st-level Revelry Domain feature
You gain proficiency in the Performance and Persuasion skills.
Bond of Exuberance
1st-level Revelry Domain feature
You can create an empowering bond among people who share a sense of comradery with one another. As an action, you choose a number of willing creatures within 20 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 20 feet of each other, the creature gains a bonus to Charisma ability checks and saving throws equal to your Wisdom modifier. Additionally if an ally scores a critical success on an attack or ability check, the other bonded creature's next attack or ability check is made with advantage as you and/or the bonded creatures share the excitement.
At 17th level this range increases to 60ft. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Liquid Courage
2nd-level Revelry Domain feature
You can use your Channel Divinity to make your divine healing magics coalesce into the form of a mug of the finest liquid courage. As an action, you can summon a mug of fine alcohol in the hand of creatures up to your proficiency bonus within 30ft of you, as a bonus action they can drink the ale to restore 4d8 + Your Wisdom Modifier hit points to that creature. Additionally, any creature that drinks the alcohol gains advantage on saving throws against being frightened.
Comradery in Revelry
6th-level Revelry Domain feature
The bond you manifest between people helps them confuse others and share in each others excitement. When a creature affected by your Bond of Exuberance feature is about to take damage, a second bonded creature within 20 feet of the first can use its reaction to attempt to confuse the attacking creature, make a Wisdom saving throw (using your spell save DC) for the attacking creature, if that creature fails they lose the attack, on a success the attack goes through as normal.
Potent Spellcasting
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Endless Revelry
17th-level Revelry Domain feature
The benefits of your "Bond of Exuberance" and "Comradery in Revelry" features now work when the creatures are within 60 feet of each other, and the bond's duration extends to 1 hour. Moreover, when a creature uses your "Comradery in Revelry" to cause the attacking creature to become confused, they gain temporary hit points equal to your cleric level + your wisdom modifier.
Previous Versions
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5/31/2023 10:33:50 PM
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