Base Class: Cleric
Clerics of the Festivity Domain serve gods who emphasize Happiness, Health, and Hearth. They are especially active around Holidays and Celebrations.
Unarmored Defense
Starting at 1st level, when you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Magnetic Personality
Also starting at 1st level, your gain several benefits thanks to your magnetic personality
- You can add your Wisdom modifier to any Charisma ability check or saving throw
- You gain proficiency in one language or musical instrument of your choice
- You pay half as much for food, drink, and lodging
Channel Divinity: Create Candy
Starting at 2nd level, you can use your Channel Divinity to create candy for your allies or enemies to ingest.
As an action, choose five points that you can see within 30 feet. At each point, a piece of candy appears. A creature who can reach the candy can spend a bonus action to consume one piece of candy. If the creature is an ally, it gains temporary hit points equal to half your cleric level + your Wisdom modifier for one minute. If the creature is an enemy, it must succeed on a Constitution saving throw or be poisoned until the end of its next turn, as it suffers from a bellyache. After one minute, any remaining candy disappears.
Faithful Sentinel
Beginning at 6th level, you have advantage on saving throws against being charmed or frightened (your choice when you gain this feature).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Give Present
Starting at 17th level, you can give your allies a very nice present. When a creature within 60 feet of you who can hear you makes an attack roll, you can use your reaction to make the attack a critical hit. Once you use this feature, you can’t use it again until you finish a long rest.
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