Alcohol Domain

by Thudnfer

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Alcohol Domain

Where there is society, progress, and a hard day's work to be had, there is alcohol to be consumed and a god's favor to be gained. Clerics of this domain are encouraged to spark discussion over a glass of the finest wine, to inspire rowdy tales being told over a keg of ale, and to spread the words of enjoyment and dedication. Gods of this domain include Dionysus, Aegir, Tenenet, Ceraon and Liu Ling.

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 almost everything. You become immune to poison and disease and gain resistance to poison damage, and while you are not wearing armour, your AC is equal to 13 plus your Constitution modifier (a minimum of 14).

In addition, when you hit a creature with a weapon attack, you can choose to deal an extra 1d8 acid damage and make it become drunk until the end of your next turn. A drunk creature doesn't apply its proficiency bonus to weapon attacks it makes.

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 drunk 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. When a creature you've made drunk takes an action, it takes psychic damage equal to your Wisdom modifier (a minimum of 1). You also have advantage on Charisma checks against them.

In addition, you gain resistance to acid damage and can hold your breath for three times as long.

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, your tolerance is unmatched. You gain immunity to poison and acid damage. In addition, when an enemy creature starts its turn within 10 feet of you or moves within 10 feet of you for the first time on their turn, it must succeed on a Constitution saving throw or become drunk until the start of its next turn.

Art Credit

"Wine and Grapes" by Guilherme Henrique