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Revelry Domain

The state of madness you can induce with your abilities is known informally as the revel, and it can manifest different minor tics based on the cleric causing it. You can discover the trait of your revel by rolling on the Revel Traits table below.  
Revel Traits
d6  Trait
Those charmed by you giggle nervously
Those charmed by you sway to inaudible music
Those charmed by you growl and jibber
Those charmed by you grin widely
Those charmed by you pant like animals
Those charmed by you shake and twitch
 

Domain Spells

You gain domain spells at the cleric levels listed in the Revelry Domain Spells table. See the Divine Domain class feature for how domain spells work.
Revelry Domain Spells
Cleric Level  Spells
1st  ceremony, charm person
3rd  crown of madness, pyrotechnics
5th  create food and water, hypnotic pattern
7th  charm monster, compulsion
9th  hallow, synaptic static

Life of the Party

At 1st level, you learn the prestidigitation cantrip. You also gain proficiency in Brewer's supplies and Cook's utensils.  

More The Merrier

Starting at 1st level, you can encourage those around you to join your celebration. As an action you can touch a creature and force it to make a Wisdom saving throw. If the creature fails its save, it is charmed by you until the end of your next turn. While charmed in this way, the creature must use half of its movement on its turn to dance or perform a standing jump. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Spread the Revel

Starting at 2nd level, you can use your Channel Divinity to have those under your influence share your merriment. As an action, you present your holy symbol and yell a cry of joy. Each creature charmed by you that you can see must make a Wisdom saving throw. If the creature fails its saving throw, it must immediately use its reaction to move up to its movement towards the nearest creature hostile to you, taking the safest available route, and touch them. A creature touched in this way must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn, as if by your More the Merrier feature.

Instant Hangover

Starting at 6th level, immediately after a creature is no longer charmed by you, you can cause it to take psychic damage (requiring no action) equal to your Wisdom modifier (minimum of one).

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Inner Madness

Starting at 17th level, you are immune to being charmed and frightened, and you have immunity to psychic damage. When a creature would attempt to frighten you, charm you, or read your thoughts, they must succeed on a Wisdom saving throw or become stunned until the end of their next turn.

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