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Alcohol Domain

Domain Spells

You gain domain spells at the cleric levels listed in the Alcohol Domain Spells table. See the Divine Domain class feature for how domain spells work.
Alcohol Domain Spells
Cleric Level  Spells
1st  charm person, detect poison and disease
3rd  lesser restoration, protection from poison
5th  catnap, create food and water
7th  charm monster, hallucinatory terrain
9th  greater restoration, modify memory

Bonus Proficiencies

Starting at 1st level, you gain proficiency with martial weapons and brewer's supplies.

Liquor Rush

Starting at 1st level, your metabolism has been bolstered against getting intoxicated. You have advantage on saves against being poisoned, and gain resistance to poison damage.   In addition, when you hit a creature with a weapon attack, you can choose to make it become poisoned until the end of your next turn.   You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses upon finishing a long rest.

Channel Divinity: Divine Cask

At 2nd level, your god grants you access to their godly stores of alcohol. As an action, you can use your Channel Divinity to produce a number of serves of alcohol equal to your cleric level, as well as containers for them. When a creature drinks the alcohol, it becomes charmed by you and every other creature that also drank the alcohol for 1 hour. You can also choose any creatures that consumed the alcohol to become poisoned for 10 minutes. An unwilling creature can make a Constitution saving throw when ingesting the alcohol, being unaffected on a successful save. The alcohol vanishes if it isn't consumed within 10 minutes.

Harming Hangover

Starting at 6th level, your knowledge on being intoxicated allows you to manipulate others better. Creatures that are poisoned or intoxicated have disadvantage on saving throws against your cleric spells and take extra damage from your cleric spells equal to half your cleric level. In addition, you gain resistance to acid damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with alcohol so pure it becomes toxic. 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Brew Master

At 17th level, you have built up an immunity to most types of toxins. You have immunity to being poisoned, and you gain the following benefits as long as you have a source of alcohol within 15 feet of you that you can see: Your speed increases by 10 feet   You can make an additional weapon attack as a bonus action. This attack doesn't add your ability modifier to the damage roll.   You can use a bonus action to regain a use of your Liquor Rush ability

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