Many faiths in the multiverse have gods and goddesses dedicated to such things as song, drink, celebration, and merriment in general. These gods promote celebration not just as a part of annual rites and rituals, but also for the sheer delight of celebration itself. Garl Glittergold, Lliira, Olidammara, Branchala, Olladra, and Dionysus are all examples of deities that exemplify this domain, but many gods, particularly those who lean more towards both chaos and goodness, have clerics of celebration. Clerics of this domain are often tasked with organizing and officiating religious and cultural festivals. They are also blessed with an affinity for charms, both magical and mundane, and frequently use their gifts to help attendees loosen up and let go of their inhibitions - a service of particular import in those faiths that shun chemical intoxicants. Of course, such talents often find other uses, particularly among adventurs.
Celebration Domain Spells
|1st||charm person, purify food and drink|
|3rd||calm emotions, enthrall|
|5th||create food and water, tongues|
|9th||mass cure wounds, modify memory|
At 1st level, you learn the friends cantrip if you don't already know it. It is a cleric spell for you and doesn't count against the number of cleric cantrips you know. You also gain proficiency with the Performance skill, one musical instrument of your choice, and one of the following: brewer's supplies, cook's utensils, one gaming set of your choice, or an additional musical instrument of your choice. In addition, you can use a musical instrument as a spellcasting focus for your cleric spells. If the instrument visibly bears a holy symbol on it, you can also use it as a holy symbol.
Also at 1st level, you have a gift for knowing just what to say to get someone to react the way you want. When you make a Charisma check to influence the moods or opinions of other creatures, you can choose to add a bonus to the roll equal to your Wisdom modifier (minimum 1). You can decide to use this feature after seeing your roll but before the DM tells you whether you succeeded or failed.
Once you use this feature, you must finish a long rest before doing so again. Starting at 8th level, you can use your Divine Charm twice between long rests.
Channel Divinity: Beneficial Charm
Starting at 2nd level, you can use your Channel Divinity to boost the health and ability of the creatures you charm.
As a bonus action, choose any number of creatures you can see within 30 feet that are charmed by you. They each immediately gain temporary hit points equal to your Wisdom modifier, and they gain the same amount of temporary hit points at the start of each of your turns for the next minute if they are still charmed by you, you can see them, and they are within 30 feet.
In addition, you can use an action on your turn and choose one of the creatures that has temporary hit points remaining from your Beneficial Charm. Until the start of your next turn, that creature can give itself advantage on one ability check, attack roll, or saving throw. Once a creature gets advantage on a roll in this way, you cannot give it this benefit again until you finish a short or long rest.
Channel Divinity: Enchanting Meal
Starting at 6th level, you can use your Channel Divinity to simultaneously purify and enchant foods and beverages.
When you begin to cast purify food and drink as a ritual, you can use your Channel Divinity and expend a spell slot to weave enchanting effects into the items being purified. If the ritual casting fails, the use of Channel Divinity is spent but the spell slot is not. When the spell is completed, the food and drink are not only purified as normal, but for the next hour the flavor of the food and drink is magically enhanced. Any creatures who consume any of it find it delicious, regardless of their personal preferences (it doesn't change the nature of the flavors). This duration increases by 1 hour for each spell slot level above 1st you expended.
If a humanoid swallows any of it while the flavor is enhanced, it immediately is affected by the charm person spell, as if you had cast the spell at 1st level targeting only the creature. If it becomes charmed in this way, it immune to this effect of your Enchanting Meal for the next 48 hours. When this instance of charm person ends for the creature, it knows that it was charmed by you as normal, but not that the food was the cause.
When you prepare the enchanted meal, you can only enchant enough of it to charm a number of humanoids equal to the level of the spell slot you expended alongside the casting of purify food and drink. Any food and drink that is still enchanted when you use Enchanting Meal again stops being enchanted.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Master of Ceremonies
Starting at 17th level, your charms are so potent that the creatures charmed by you behave amicably with each other. Any creature charmed by you is also considered to be charmed by all other creatures that are currently charmed by you. Even when the charming effects end for a creature, it doesn't know that it was charmed in this way by the other creatures you've charmed.
Additionally, when a creature that is charmed by you is charmed no longer,if it would know that it was charmed by you, it must make a Wisdom saving throw against your spell save DC. If it fails, it remains unaware that it was charmed by you. A creature automatically succeeds on its saving throw if you or any of your companions did anything harmful to it while it was charmed.