Base Class: Cleric
The church of Grippli celebrates games, carnivals and circuses as a spiritual form of fun. It's priests (not strictly limited to Grippli...) seek out fun and frivolity wherever it can be found. If it can't be found, they make their own fun. Celebrants (indeed, all Grippli) place great value on friendliness and companionship. The powers granted to them by their God, Grippli, encourage this, and include enchantments not usually available to clerics.
Once a cleric devotes themselves to Grippli, they use their Charisma as their spell casting ability. Celebrants are not particularly concerned with physical healing, but they are highly skilled at diffusing tensions, bringing cheer and calming stresses. They are masters at manipulating minds, both magically and as raconteurs.
Level 3: Leave It, It's Not Worth It
You have advantage on Persuasion checks.
Level 3: Your Name's Not Down, You're Not Coming In
Your cleric's natural charm and infectious enthusiasm makes it much harder for creatures to resist their enchantments. You gain +1 to your spell save DC.
Level 6: We've All Had A Drink...
For this ability, the Celebrant must be able to speak and be heard by a hostile group of humanoids not exceeding their Celebrant's character level in number. Before initiative is rolled, the hostile group makes a Charisma saving throw, using the highest value in the group (DC based on Celebrant's level). If they fail, they do not attack, and will not unless provoked. Should the Celebrant's party choose to attack anyway, they each gain advantage on their first attack. The Celebrant does not get an action on this initial turn.
Should the saving throw succeed, nothing happens. The Celebrant still loses their first turn action.
Last Orders
The Celebrant may attempt to use the "We've all had a drink" ability to prevent any creature with an Intelligence of 6+ from attacking, not just humanoids.
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