Base Class: Cleric
Festivity Domain
Worshipping deities like Dionysus, Bacchus, Sucellus, and Inari, clerics of the Festivity domain spread joy and frivolity wherever they roam. If not kept in check, the most insignificant gathering can spin out of control to become aroiling crowd of jubilation as the cleric miraculously finds food and drink with which to incite a celebration.
Indeed, tales abound of clerics of Festivity infiltrating fortified citadels under siege, instigating exuberant carousing, and leaving their fellow merrymakers collapsed and
exhausted after expending every last iota of energy. It is then a simple task for a waiting army to enter the city and lock their fatigued foes in chains. As the ancient proverb
goes, “there is no celebration comparable to a cleric’s celebration, for a cleric’s celebration does not cease".
Life of the Party
Life of the Party
1st-Level Festivity Domain Feature
You’re an expert celebrant, armed with a plethora of tricks to liven up any party and a silver tongue to charm other guests. You learn the flare* cantrip . This doesn’t count against the number of cantrips you know.
In addition, you can use your Wisdom modifier in place of your Charisma modifier when making Charisma checks and Charisma saving throws.
Reveler’s Resilience
Reveler’s Resilience
1st-Level Festivity Domain Feature
You refuse to let your carousing be interrupted by something as trivial as a little pain. When you fail a saving throw to maintain concentration on a spell, you can use your reaction to reroll that saving throw. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Invoke Festivities
Channel Divinity: Invoke Festivities
2nd-Level Festivity Domain Feature
You can use your Channel Divinity to conjure an atmosphere of celebration and merrymaking, lifting the spirits of your allies and imbuing them with the power of revelry.
As an action, you present your holy symbol and choose up to three friendly creatures you can see within 30 feet of you and one of the festivals below. The chosen
creatures gain the benefits of the chosen festival until the end of your next turn.
• Blossom Festival
You celebrate the growth of new life after the harshness of winter, and the beauty and vigour of youth.
A creature regains[roll]1d8[/roll]hit points at the start of its turn and deals an extra[roll]1d8[/roll] radiant damage the first time it hits with an attack on its turn.
• Midsummer Festival
You celebrate long days and hot weather, as well as the sense of freedom they provide. A creature’s speed increases by 15 feet, and it deals an extra [roll]1d8[/roll] fire damage the first time it hits
with an attack on its turn.
• Harvest Festival
You celebrate nature’s bounty and reap the rewards of your hard work. A creature deals an extra [roll]1d8[/roll] necrotic damage the first time it hits with an attack on its turn, and it gains temporary hit points equal to the necrotic damage dealt, which last for 1 minute.
• Midwinter Festival
You celebrate your community, banding together to endure the coming cold.
A creature gains a +1 bonus to its AC and deals an extra [roll]1d8[/roll] cold damage the first time it hits with an attack on its turn.
After party
After party
6th-Level Festivity Domain feature
Your celebrations have become so momentous that their effects linger even after they come to an end, leaving your allies invigorated and your foes exhausted. When
a creature stops being under the effect of your Channel Divinity or a spell of 1st level or higher that you cast, one of the following effects takes place:
• If the creature is friendly to you, it gains [roll]2d6[/roll] temporary hit points that last for 10 minutes.
• If the creature is hostile to you, it gains disadvantage on the next attack roll it makes within 10 minutes.
Potent Spellcasting
Potent Spellcasting
8th-Level Festivity Domain Feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
The Grand Revelry
The Grand Revelry
17-Level Festivity Domain Feature
When you use your Invoke Festivities, you can choose to augment it, transforming it into the festival of the year. If you do, the effects last for 1 minute instead of until the
end of your next turn, and, in addition to the friendly creatures, you can also choose up to three hostile creatures you can see within 30 feet of you, inviting them to take
part in your celebrations. Each hostile creature must succeed on a Wisdom saving throw or suffer the following effects for the duration, depending on the chosen festival:
• Blossom Festival
The creature is charmed by you, and whenever it takes radiant damage, it takes an extra [roll]1d8[/roll] radiant damage.
• Midsummer Festival
The first attack roll made against the creature each turn is made with advantage. Whenever the creature takes fire damage, it takes an extra[roll]1d8[/roll] fire damage.
• Harvest Festival
The creature has disadvantage on attack rolls, and whenever it takes necrotic damage, it takes an extra [roll]1d8[/roll] necrotic damage.
• Midwinter Festival
The creature’s speed is reduced to 0 feet, and whenever it takes cold damage, it takes an extra [roll]1d8[/roll] cold damage.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you
finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/24/2023 5:09:14 PM
|
3
|
0
|
0.8 (copyright by loot tavern)
|
Coming Soon
|
Comments