### Celebration Domain
Gods of celebration exist in nearly every culture. Clerics of such gods are often found managing major celebrations, or are particularly known for their suave and charm. Gods of celebration include those whose celebrations never end (such as Dionysis and Sharess) as well as gods directly of love (such as Aphrodite, Sune, and Bastet) who focus more on the actions of those celebrating. Clerics of gods celebrating victory (including Venus and Ishtar) and some deities of song and mirth (such as Sheela Peryroyl, Meret, and Ama-no-Uzume) are also associated with the celebration domain. 

#### Domain Spells 
##### Celebration Domain Spells
| Level | Spell |
|:----|:------|
| 1st | Command, Unseen Servant |
| 3rd | Alter Self, Branding Smite |
| 5th | Fast Friends, Hypnotic Pattern |
| 7th | Charm Monster, Staggering Smite |
| 9th | Seeming, Hold Monster |

#### Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Performance skill and with brewer's supplies. 

#### Manipulate Guest
When you choose this domain at 1st level, you can attempt to distract a creature within 5 feet as a bonus action, which must make a Charisma saving throw against your cleric spell save DC. A creature immune to being charmed automatically succeeds on this saving throw. On a failed save the creature has disadvantage on perception (Wisdom) checks to notice creatures other than you and can cannot use its movement to move further away from you until the start of your next turn. This effect ends if you move further than 5 feet from the creature or are incapacitated.

#### Channel Divinity: Addle of the Afterparty
Starting at 2nd level, you can use your Channel Divinity to induce your own tolerance for lasting activity, something other creatures struggle to keep up with. 

As an action, you present your holy symbol and evoke celebratory energy through the air inside a 60-foot cone originating from your space. Creatures within the cone must make a Wisdom saving throw or be addled for 1 minute as if they had spent the last 24 hours having a massive celebration. A creature immune to exhaustion automatically succeeds on this saving throw. An addled creature's speed is halved and it has disadvantage on ranged attack rolls, dexterity saving throws, and ability checks. A creature can repeat the saving throw at the end of its turn, ending the effect on a success. 

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#### Center of the Party
By 6th level you can draw the attention of multiple creatures with a single motion. You can target a number of creatures up to your proficiency bonus with a single use of your Manipulate Guest feature. 

#### Divine Strike
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.

#### Mirth Beyond Danger
At 17th level, you are always the center of attention. Creatures affected by your Manipulate Guest feature have disadvantage on attack rolls against creatures other than you for the duration, as your force of personality makes it difficult to draw their attention away from you. 

You also gain immunity to the Charmed and Exhausted conditions. 

 <div class='footnote'>Made by Sandmote from Giant in the Playground</div>