Base Class: Cleric
Those who follow the Revelry Domain concern themselves with excitement and parties. Some followers of this domain are wilder than others, but all are chaotic and festive in nature. The three most common deities of this domain are Lliira, Erathis, and Garl Glittergold, but there are many others.
Revelry Domain Spells
Revelry Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Ceremony, Purify Food and Drink |
| 3rd | Pyrotechnics, Rope Trick |
| 5th | Catnap, Hypnotic Pattern |
| 7th | Mordenkainen's Private Sanctum, Confusion |
| 9th | Seeming, Modify Memory |
Natural Performer
When you choose this domain at 1st level, you gain proficiency with the Performance skill, and may add your Wisdom modifier to any performance check made. You also gain proficiency with one musical instrument or other implement of entertainment (such as dance shoes or a gaming set) of your choice. You can use this item as a holy symbol.
Reveler's Resistance
Beginning at 1st level, your affinity for drunken merriment gives you advantage on Constitution saving throws, and you are immune to any negative effects from imbibing alcohol.
Channel Divinity: Have Another!
Starting at 2nd level, you may expend a use of channel divinity to grant disadvantage on Wisdom saving throws to a target creature for up to a minute. Additionally, you gain advantage on your next Charisma check or attempt to charm or frighten the target, provided you make it before the end of your next turn.
Rule of Cool
Starting at 6th level, you can put a stop to all hostilities by distracting the enemies. Make a performance check. All enemies within 50 feet must make a Wisdom saving throw. If they fail the save (DC being your Performance roll), they have a detriment to attack rolls equal to your Charisma bonus for the next round.
Divine Strike
Starting 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Reason Through Madness
Starting at 17th level, you have resistance to psychic damage and have advantage on saving throws to avoid becoming frightened or charmed or to avoid the effects of confusion.
Furthermore, whenever you succeed a saving throw to resist psychic damage or becoming frightened or charmed or to avoid the effects of confusion, you may use your reaction to force the attackers to repeated the same save throw. On a failed save, the spell or effect is reflected back upon the attacker.
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