At 1st level, a cleric gains the divine domain feature. The following domain option is available to a cleric, in addition to those offered in the Player's Handbook: Mirth.

Mirth Domain

Gods of mirth are merry entities who often partake in parties and other celebrations. Some mirth gods are focused on pure party and having fun any way you can (such as Lliira, Olidammara and Dionysus). While others encourage learning skills that can entertain others (such as Branchala, Corellon, Apollo, Balder, Hathor and Oghma). Followers of these gods often learn instruments and know how to lead a conversation

Mirth Domain Features Cleric Level Feature 1st Domain Spells, Bonus Proficiencies, VIP Zone (5 ft.) 2nd Channel Divinity: Life of the Party 6th VIP Zone (10 ft.) 8th Blessed Strikes 17th Superb Celebration

Domain Spells 1st-Level Mirth Domain Feature You gain domain spells at the cleric levels listed in the Mirth Domain Spells table. See the Divine Domain class feature for how domain spells work. Mirth Domain Spells Cleric Level Spells 1st Charm Person, Ceremony(XGE) 3rd Calm Emotions, Pyrotechnics (EE) 5th Create Food and Drink, Hypnotic Pattern 7th Charm Monster, Mordenkainen's Private Sanctum 9th Prodigious Party(ToGD), Modify Memory

Bonus Proficiencies 1st-Level Mirth Domain Feature You gain proficiency with your choice of brewer's supplies, a gaming set or a musical instrument.

VIP Zone 1st- and 6th-Level Mirth Domain Feature When a creature is charmed by you, they are also considered charmed by creatures within 5 ft. of you. When you reach 6th level, this radius increases to 10 ft.

Channel Divinity: Life of the Party 2nd-Level Mirth Domain Feature As an action, you can present your holy symbol. Creatures within a 15 ft. radius sphere originating from you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for one minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success

Blessed Strikes 8th-Level Mirth Domain Feature In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.