Revelry Domain (5e Subclass)

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Revelry Domain[edit]

Cleric Subclass

Gods of celebration, festivals, or alcohol are prominent throughout cultures for good reason. People love to celebrate, and they especially love to celebrate drunk. Clerics of this domain draw favor from their deities to make sure festivities are enjoyed by as many attendees as possible. A favorite traveling companion of bards, they also help keep spirits high on the harsh roads or in the perilous wilds.


Domain Spells[edit]

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Spells
1st purify food and drink, unseen servant
3rd calm emotions, lesser restoration
5th haste, revivify
7th hallucinatory terrain, vitriolic sphere XGE
9th dominate person, modify memory


Bonus Proficiencies[edit]

At 1st level, you gain proficiency with brewer’s supplies and one musical instrument of your choice. You also gain proficiency in either the Persuasion or Performance skill.


Extrovert[edit]

Also at 1st level, your personality gains a divine charm. Whenever you make a check using Charisma, you can add your Wisdom modifier to the result. You can do this after you see the roll, but before you know if it’s successful or not. You can use this feature a number of times equal to your Wisdom modifier and regain all uses on a long rest.

Starting at 6th level, you can use this feature on creatures you can see within 60 ft of you.


Channel Divinity: BYOB[edit]

At 2nd level, you can grace your companions with one of many elixirs. You can use your Channel Divinity as an action to magically create up to 10 gallons of an alcoholic beverage, such as beer, ale, mead, rum, etc. The magic in this alcohol grants any drinker advantage on the next Charisma (Persuasion) or Charisma (Deception) they make in the next 10 minutes. A creature can only gain this benefit once per Channel Divinity. This magic dissipates from the alcohol after 8 hours.


Channel Divinity: Holy Brews[edit]

At 6th level, you learn to bless your companions with magical mixes and cocktails. As long as you have your brewer’s supplies, you can use this Channel Divinity as an action to magically fill a cup, glass vial, or similar container with a holy brew. You can create a number of brews equal to your proficiency bonus. For each brew, you can choose from the following options:

Firecracker Whiskey This whiskey carries a strong, spicy cinnamon fragrance. The drinker gains resistance to fire and cold damage.
Noble’s Select A smooth red wine aged to perfection, this is the drink of choice for those with a more refined taste. Whenever the drinker makes a check using Charisma, any roll of 9 or lower is treated as a 10.
Dwarven Ale Dwarven drinks are notoriously strong, only for the heartiest of bodies. The drinker gains advantage on Strength checks and saving throws.
Samurai’s Sake This rice wine, often served warm, was a favored drink of human warriors of old. The drinker gains a +1 to weapon attack and damage rolls.
Sweet Tooth Cocktail This drink masks the strong taste of vodka with copious amounts of cordials and sugary mixers. The drinker adds 10 ft to their walking speed and gains a +1 to AC.
Halfling Coffee A rich whiskey is mixed with the strong flavor of halfling coffee beans. The drinker adds 1d6 to their Intelligence (Investigation) checks and Wisdom (Perception) checks, as well as saving throws made to maintain concentration.
Abjuration Absinthe This “drink” tastes like straight alcohol. It burns on the way down, but strengthens your resolve. The drinker gains 2d8 temporary hit points and is immune to the charmed and frightened conditions.
Alleyway Moonshine This is the kind of brew the shady barkeep from down the road has sloshing around in his bathtub. The drinker can cast the acid splash cantrip as a bonus action on each of their turns.

You or another creature can take the Use an Object action to drink 1 holy brew. The brew’s effects last 10 minutes or until the drinker is rendered unconscious. The magic dissipates from the drinks after 1 hour.

If a single creature drinks more than 1 different brew within 10 minutes of each other, the effects stack. However, that creature must also make a Constitution saving throw against your spell save DC. The DC goes up by 2 for every additional drink they consume. On a failed save, the creature takes 2d8 necrotic damage and is poisoned until the effects of the brew wear off. While they are poisoned in this way, whenever they make an ability check or saving throw using Dexterity or Intelligence, they receive a -1 to their roll per extra drink consumed. On a successful save, the creature takes half as much necrotic damage and does not suffer additional effects.


Potent Spellcasting[edit]

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


Tolerance[edit]

At 17th level, your frequent indulgence in legal poisons helps your body fight off not-so-legal ones. You gain resistance to poison damage and advantage on saving throws against being poisoned.

In addition, when you are subject to a Constitution saving throw, you can choose to roll using your Wisdom save bonus instead.

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