Cleric Domain: Revelry v1.2.1

Revelry Domain

There are several gods in the world of Solaire who claim the Revelry domain under their portfolio. Avandra, goddess of luck, freedom, trade, and travel, encourages her worshippers to have new experiences across the world. The clergy of Corellon, god of the arts, will oftentimes study music and other artistic forms. The followers of Kord literally revel in grand stories and long nights of drinking. And those who worship Sune, Lady Firehair, value beauty, love, and the theatre above all else.

The devout of all these deities have one thing in common: they understand the value of storytelling, the arts, and having a good time. Those who dedicate themselves to the Revelry domain have a reputation for being mistaken for those of a bardic inclination at first glace.

Revelry Domain Spells

Cleric Level Spells 1st tasha's hideous laughter, charm person 3rd enthrall, suggestion 5th hypnotic pattern, haste 7th compulsion, dimension door 9th mislead, seeming

Bardic Tendencies

At 1st level, you gain proficiency in brewer’s supplies and a musical instrument of your choice. You also gain the vicious mockery cantrip, which counts as a Cleric cantrip for you.

Words of the Wise

At 1st level, you gain proficiency in your choice of two of the following skills: Deception, Intimidation, Performance, and Persuasion. Whenever you make a Charisma check with either of these skills, you gain a bonus equal to your Wisdom modifier.

Channel Divinity: Divine Charm

At 2nd level, you can use your Channel Divinity to make yourself unnaturally charming. As an action, you can present your holy symbol and choose a number of humanoids equal to your Wisdom modifier (minimum of one) within 30 feet that can hear you.

Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, becoming inclined to protect you. The target can repeat the saving throw whenever it takes damage, you attack it, or if it witnesses you attacking or damaging any of it's allies. Otherwise, the charm ends after 10 minutes.

If the target succeeds on it saving throw, the target has no hint you tried to charm it.

Clerical Inspiration

Starting at 6th level, you gain the ability to inspire your allies when you target them with spells.

Whenever you cast a spell of 1st level or higher that targets one or more allies, choose one of those allies to gain a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one of these dice at a time.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Potent Spellcasting

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

Glamour of the Gods

At 17th level, your powers of charm are unmatched. Any creature that has to make a saving throw to avoid being or remaining charmed by you has disadvantage on that saving throw, unless they already had advantage on the saving throw. In addition, any creature charmed by you has disadvantage on all saving throws against your spell effects, unless they already had advantage on the saving throw.