Beer Domain - 3rd Party

The heady brew of Fortitude, courage, and companionship is your nectar, and you share its Blessings with those who need it.   Beer Domain Spells
Cleric Level Spells
1 Comprehend Languages, Heroism
3 Blur, Bolstering Brew
5 Hypnotic Pattern, Mass Healing Word
7 Confusion, Resilient Sphere
9 Dream, Modify Memory
 

Disciple Of The Draught

When you choose this domain at 1st level, you learn the Ale-Dritch Blast cantrip (described in this book). You also gain proficiency in either Insight or Medicine (your choice), and you gain proficiency with brewer’s supplies. Your Proficiency Bonus is doubled for any ability check you make that uses those supplies.  

Channel Divinity: Blessed Brew

  Starting at 2nd Level, you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any Special properties the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose one of the following benefits:
  • advantage on Charisma-based checks
  • a +1 bonus to Armor Class
  • a +1 increase to the DC of Saving Throws against their castings of Enchantment Spells
  The benefit lasts for 1 hour, leaving behind a warm buzz when it fades. A creature must finish a short or Long Rest before it can again benefit from a dose of blessed brew. Any blessed brew that is not consumed within an hour turns into ordinary beer.  

Channel Divinity: Boot And Rally

  Starting at 6th level, you can use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you that are Frightened, Paralyzed, Poisoned, or Stunned gain an immediate saving throw with advantage to remove the condition. On a succesful save, a creature also regains 2d6 Hit Points.  

Divine Strike

  At 8th level, you gain the ability to infuse your weapon strikes with radiant 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Fire In The Belly

  At 17th level, you gain Resistance to cold, poison, and psychic damage.

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