The stars of Pash-Mara
The revelry domain embodies deities associated with wine, feasts, merriment, drunkenness, gluttony, debauchery, and ritual madness, including Dionysus, Olidammara, and the Devourer. It reflects both the fleeting joy and unshakable depression and confusion of drinking, feasting, and carousing. Here nature and civilization collide, turn men into beasts and beasts into men – exploring all of the indulgences that life has to offer, from feats and drunkenness, to heroism and ravenous bloodshed.
Revelry Domain Spells Cleric Level Spells
1st Goodberry, Sleep
3rd Enthrall, Suggestion
5th Create Food and Water, Plant Growth
9th Awaken, Dream
At 1st level, you learn the vicious mockery cantrip if you don’t know it already. It counts as a cleric spell for you.
Gift of Merriment
At 1st level, whenever an ally within 30 feet of you that you can see makes a weapon attack roll, you can use your reaction to instill in that ally the spirit of merriment, giving your ally advantage on the attack roll.
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: Spirit of Intoxication Beginning at 2nd level, you can use your channel divinity as an action on your turn to disorient one creature within 30 feet overcoming that creature in a fit of uncontrollable drunkenness. The creature must make a Wisdom saving throw. On a failed saving throw, the creature is put under the effects of the confusion spell. It cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature may repeat this save at the beginning of each of its turn. This effect requires concentration to sustain and lasts for a maximum of 1 minute. Creatures immune to the charmed condition are immune to this effect.
Channel Divinity: Feast of Slaughter
Beginning at 6th level, you can use your Channel Divinity as an action on your turn to invoke the spirit of delicious slaughter and madness. For the next minute, any time a creature, friend or foe, within 30 of you that you can see is reduced to 0 or fewer hit points, you and all allies within 30 feet regain hit points equal to your proficiency bonus + Wisdom modifier.
Starting at 8th level, You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Reason Through Madness
Starting at 17th level, you gain resistance to psychic damage and have advantage on saving throw to avoid becoming frightened or charmed or to avoid the effects of confusion.
Furthermore, whenever you succeed a saving throw to resist psychic damage or becoming frightened or charmed or to avoid the effects of confusion, you may use your reaction to force the attacker to repeated the same save throw. On a failed save, the spell or effect is reflected back upon the attacker