Base Class: Cleric
People tend to throw the term "Life of the Party" are pretty loosely, but for you it's all true. You know there is nothing stronger than a good mood, and the only way to make a good mood is through a good party so that's what you'll bring.
Level 1: Domain Spells
1st: Goodberry, Charm Person
2nd: Gift of Gab, Crown of Madness
3rd: Create Food and Water, Leomund's Tiny Hut
4th: Charm Monster, Hallucinatory Terrain
5th: Danse Macabre, Geas
Level 1: Bonus Proficencies
At 1st level, you gain Proficiency in one instrument and brewing tools.
Level 1: Life of the Party
At 1st level, you have been gifted the true soul of the party and permanently gain the following bonuses,
- You only need 4 hours of sleep
- You resist poison damage and have advantage on saving throws against the poisoned condition
- When experiencing exhaustion, you can add your proficiency bonus to any checks affected by your exhaustion
- Anytime you must make a skill check or saving throw that requires your charisma modifier, you may use your wisdom modifier instead
- You can learn any language by listening to someone speak it for an hour
- You have an advantage on any sound-related perception checks when in a room full of people
Level 2: Channel Divinity: I’ll Drink to That
At 2nd level, you can use your Channel Divinity to refresh your allies with a fun beverage.
As an action, you present your holy symbol to any consumable liquid, and it changes into a magical beverage that tastes like whatever you’d wish. It lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) drinks this beverage, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You grant it a bonus to its armor class equal to your wisdom modifier
Level 6: Bubbly Visage
At 6th level, your personality has become infectious. Until you attack them, all NPCs treat you like a friend, even people from enemy groups.
Level 8: Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage. When you reach 14th level, the extra damage increases to 2d8.
Level 17: The Party Never Dies
At 17th level, if anyone under the effects of your channel divinity drops to zero HP, they can make a constitution saving throw against your spell save DC. If the save is failed the person continue to death, save as usual, but if they pass, they come back with a quarter of their max HP.
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