Cleric
Base Class: Cleric

Whimsy clerics believe their divine mission is to aid others in their pursuit of happiness.  Nothing brings them greater joy than making others laugh and putting smiles on their faces.  The world is often dark, and Whimsy clerics feel that they must act as points of light for the people around them to rally behind.  Whimsy clerics are never evil-aligned and are usually chaotic good or chaotic neutral.

 

Whimsy Domain Spells

Cleric Level

Spells

1st

Color Spray, Faerie Fire.

3rd

Enthrall, Levitate

5th

Hypnotic Pattern, Major Image

7th

Fabricate, Freedom of Movement

9th

Seeming, Telekinesis

Joybringer

Starting at 1st level, your god blesses your attempts to spread good cheer.  Whenever you make an ability check related to good-natured entertainment or bringing happiness to others (DM's discretion), you can roll a d6 and add the number rolled to the result. 

Some situations where this bonus should be given include:

An Athletics or Thieves' Tools check to break someone free from undeserved restraints

Deception checks where the lie involves something amusing, will cause at worst modest physical or mental harm (although exceptions are made if the person harmed brings unhappiness to many people), and is not for the cleric's or her companions' personal gain

Performance checks made to entertain

A Persuasion check to convince a guard to let the cleric and her companions into a fancy party or to convince someone to have a drink with the cleric

A Stealth check made to surreptitiously place graffiti as long as it's funny and not very hurtful (although again, nastier things are permitted if the target spreads unhappiness)

You also gain proficiency in Performance, and your proficiency bonus is doubled for any Performance check you make.

Prestidigitationist

When you choose this domain at 1st level, you gain the Prestidigitation cantrip.  For each cleric level you have, you can have one additional non-instantaneous effect active if you cast it multiple times.  Additionally, its range increases by 5 feet for each cleric level you have.

Channel Divinity: Party Time!

Starting at 2nd level, you can use your Channel Divinity to compel creatures to party with you.

As an action, you present your holy symbol, and each creature of your choice within 30 feet of you that can see you and has an Intelligence of at least 4 must make a Charisma saving throw.  Creatures that fail can do nothing but dance and sing.  They can move up to 10 feet towards other dancing creatures, but cannot take any actions, bonus actions, or reactions.

You are likewise affected.  You can stop at any time on your turn, which immediately ends the effect on other creatures.  Although partying does not count as a concentration spell, if you are injured, you have to succeed at a concentration check to continue partying.  The effect also ends if you are unable to move at the end of your turn.  If any of your allies damage an affected creature, try to attack it, or cast a harmful spell on it, the effect ends on all affected creatures.  You can otherwise party for up to 1 minute.

Happy Warrior

At 6th level, your deity rewards you for bringing joy to others.  If you bring happiness to a number of creatures equal to your cleric level or higher (DM's discretion), you get a happy die.  A happy die is a d6. When you or a creature makes an attack roll, ability check, or saving throw, you can roll a happy die and add the number rolled to the result.  You can add the happy die after you have seen the original roll, but before the DM says whether it's a success or failure.  You do not have to be able to see the creature benefiting; it can even be on another plane.

You could bring happiness in many ways.  For example, you could liberate a town from an oppressive ruler, give an amazing performance, or play a humorous prank.  From a given group of creatures, you can get one happy die per week.  You cannot receive happy dice by performing cruel or vicious actions.

You can have a number of happy dice up to your Wisdom modifier (minimum 1).

Wondermaker

Beginning at 8th level, you can cast Prestidigitation as a bonus action.  When you do so, you may use it on one creature within range.  If you do so, the creature is momentarily distracted, and the next attack roll against it before the beginning of your next turn receives a bonus equal to half your proficiency modifier.

You can also cast Prestidigitation as a reaction when a creature within range makes an attack roll.  If you do so, the creature is momentarily distracted, and its attack roll receives a penalty equal to half your proficiency modifier. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails.

When used this way, Prestidigitation is not a concentration spell and the duration is instantaneous.

You can use Prestidigitation for distraction once per round. Creatures that cannot see are immune to being distracted by Prestidigitation.

Party On!

Starting at 17th level, little interrupts your parties.  When you are partying using Channel Divinity: Party Time!, you have resistance to all damage and advantage on all saving throws.  You also gain the benefits of the spell Freedom of Movement while partying.  While partying, you can cast Prestidigitation as a bonus action or reaction to distract your foes.  While partying, although you cannot cast spells that take an action to cast, you can now cast spells using your bonus action that target only yourself or your allies.

Finally, you can party for up to 10 minutes.

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Whimsy Domain Image

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