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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