Base Class: Cleric
While the gods of other domains may be concerned with the governing of life, death, and all the mechanisms of that cycle, the gods of the festival and revelry ensure that life is worth living and death is worth fearing. To breathe without laughing, to eat without tasting, to drink without becoming drunk, these are grave sins to the gods of revelry. This domain is shared by many gods, including those that hold sway over art, agriculture, hospitality, love or sport, such as Lliira or Dionysus; although it is known that in times of celebration, deities of all sorts of domains grant their clerics Festival magic.
Clerics of the Festival are usually wanderers, known for carrying wine goblets or elaborate instruments as their holy symbols, bringing joy and relief to dismal places, but often leaveing towns with an unfortunate reputation for causing mayhem with their wild parties and celebration.
Domain Spells
Festival Domain Spells
| Cleric Level | SPELLS |
|---|---|
| 1st | Goodberry, Unseen Servant |
| 3rd | Calm Emotions, Pyrotechnics |
| 5th | Haste, Sending |
| 7th | Confusion, Private Sanctum |
| 9th | Animate Objects, Greater Restoration |
Soul of the Party
When you choose this domain at 1st level, you become a vessel for your deities' celebration, the centre for your deities' revels. Choose a musical instrument or a set of artisan's tools, such as Brewer's Supplies or Cook's Utencils. You gain proficiency with the chosen tool.
Additionally, you gain proficiency in the Performance, and your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Keep the Party Going
Also at 1st level, you can make anyone ready for a party at any time. As an action, you can touch a willing creature. They gain temporary hit points equal to half your cleric level + your Wisdom modifier, and you can end one of the following conditions affecting it: frightened, poisoned or charmed. If you use this feature on yourself, you can also remove a level of exhaustion.
You can use this feature a number of times equal to you proficiency bonus, gaining all expended uses when you finish a long rest.
Channel Divinity: One More Round
Starting at 2nd level, as a reaction to a creature becoming unconscious within 60 feet of you, you can use your reaction to use your Channel Divinity to keep the party going. The creature regains hit points equal to twice your cleric level, the unconscious condition ends on them, and on their next turn, their movement speed is increased by 10 feet, and it has an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can use this feature as a reaction to you becoming unconscious.
Time to Dance
When you reach 6th level, you can temporarily manifest as an avatar of your deity, potentially forcing those around you to dance and revel in the moment. As an action, you can force creatures in a 15-foot radius sphere centred on yourself to make a Charisma saving throw against your spell save DC. On a failed safe, for 1 minute, they must use all their movement on their turn to dance without leaving their space. They have disadvantage on Dexterity saving throws, and the only action they can take on their turn is to make a Charisma saving throw to try and regain control of itself. Attack rolls against an affected creature are made at disadvantage, due to the dancing and flailing.
You can use this feature once, gaining the ability to do so again when you finish a short or long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Aura of Revelry
When you reach 17th level, you can emanate an aura of revelry and festivity. As long as you are conscious, in a 5-foot radius centred on you (including you) gain a bonus to all Charisma(Performance) checks equal to your Wisdom modifier, and a bonus to their AC equal to half number of creatures in the aura (rounded up). In addition, long as you are conscious, you gain a bonus to your Dexterity saving throws and Dexterity(Acrobatics) checks equal to your Wisdom modifier.
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