The enamoring power of food and drink ought not be underestimated for those who take on the mantle of adventurers. Followers of the Revelry Domain harness this magical power, channeling it to both keep their ally’s spirits afloat and overwhelm their foe’s faculties. Always the life of the party, these clerics can hold their own in a fight just as well as in a drinking contest, and are sure to be the last person standing either way. Rest is for the dead, there is celebration to be had. Now drink, and be merry, for there is only now to be had.
Revelry Domain Spells
1st Tasha’s Hideous Laughter, Purify Food and Drink
3rd Blur, Enthrall
5th Create Food and Water, Hypnotic Pattern
7th Charm Monster, Confusion
9th Circle of Power, Mislead
Rallying Touch
1st level Revelry Domain feature
Whenever you heal a creature, it gains advantage on the next attack roll or saving throw it makes within 1 minute.
Bonus Proficiency
1st level Revelry Domain feature
When you choose this domain at 1st level, you gain proficiency with brewer’s supplies, cook’s utensils, or one musical instrument of your choice. You also gain proficiency in one of the following skills of your choice: Medicine, Performance, Persuasion.
Channel Divinity: Raucousness
2nd level Revelry Domain feature
You can use your Channel Divinity to invigorate your allies with merrymaking.
As an action, you present your holy symbol, and a sphere of boisterous elation from you. The sphere is centered on you, has a 30-foot radius, and is filled with sounds of joy. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) that can hear the sounds ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Intoxicate
6th level Revelry Domain feature
When you hit a creature with a melee attack, you can force it to make a Constitution saving throw against your spell save DC. If the creature fails its save, it becomes intoxicated for 1 minute. An intoxicated creature is subject to the following effects:
It is poisoned.
When it moves more than half of its speed, it falls prone.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Master of Ceremonies
8th level Revelry Domain feature
While a creature within 60 feet of you is charmed by you, you can use a bonus action to issue a one-word command, which the creature follows. This has no effect on the target if it doesn't understand your language or if your command is directly harmful to it.
Party Host
17th level Revelry Domain feature
A true host never forgets to supply their guests with ample food and drink. You can cast the Heroes’ Feast spell without expending a spell slot and without material components. Once you use this property, it can’t be used again until 7 days pass.