Sacred Reveler

You’ve put up with obligations your whole life. You had to hold down a job and look after your family members, friends, and lovers. You had to stay tidy, keep your home clean, and tend to all the drudgery that goes into living. But one day, you found Revel— probably at the bottom of a bottle—and the god cut your chains and set you free.
You haven’t looked back. The old life of roots and connections and responsibility fades like a bad dream. Now, there is only drunkenness and debauchery. You understand that Revel uses you as his vessel to create discord in the world, but you’re having so much fun, you can’t think of any reason to complain.

Level 7 Sacred Reveler

Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Enchantment, Spells: One expert
Divine Fool (Magical): You can perform a ritual during which time you imbibe alcohol or use some other recreational substance. When you finish, you enter the holy state of revelry and remain in this state until after you rest. Until this effect ends, you gain the following benefits and drawback:

Level 8 Sacred Reveler

Health: +12, Bonus Damage: +1d6
Spells: One expert
Foolish Antics (Magical): When you fall prone, each Intellect impaired creature that can see you makes a Will roll. On a success, the creature becomes immune to this talent for 24 hours. On a failure, the creature is consumed with laughter. While in this state, the target is confused and vulnerable (luck ends). The effect ends early for a target if it is harmed.
Life of the Party (Magical): If you are under the effects of your Divine Fool talent, you can use an action to target one Intellect impaired creature within 5 yards. Make a Will roll with 1 boon against the target’s Intellect. On a success, the target becomes controlled by you until the end of your next turn. On a failure, it removes the Intellect impaired affliction and becomes immune to this talent for 24 hours.

Level 10 Sacred Reveler

Health: +12 Bonus Damage: +1d6
Spells: One master
This Gang of Mine (Magical): If you are under the effects of your Divine Fool talent, you can use an action to cause each Intellect impaired creature within 5 yards, other than you, to become violent. Each creature that can do so must use a reaction to attack an eligible target of your choice, with 1 boon on the roll.
Wild and Frenzied Dancing (Magical): If you are under the effects of your Divine Fool talent, you can use an action to target one Intellect impaired creature within 5 yards. Make a Will roll against the target’s Intellect. On a success, the target becomes confused and vulnerable (luck ends both), as the target gyrates in a wild manner. Each time the target gets a failure to end this effect, it takes 2d6 damage. If you get a failure, the target becomes immune to this talent for 24 hours.