These clerics worship the leftover power of the supposed dead Satyr-god Xenagos, knowing it draws the ire of many gods and generally religious folk. They're patrons of entertainers, those who engage in debauchery, and hosts of parties. Clerics of this domain are popular at some festivals, and perform many ceremonies in the hopes of bringing mirth, laughter, and most of all chaos, to the world. They spread the minor madness of their Satyr-god to assist their allies, distracting foes with the divine music of their mandate that fills their every chaotic, jaunty step.
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 | |
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d6 | Trait |
1 | Those charmed by you giggle nervously. |
2 | Those charmed by you sway to inaudible music. |
3 | Those charmed by you growl and jibber. |
4 | Those charmed by you grin widely. |
5 | Those charmed by you pant like animals. |
6 | 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 | |
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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
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.