perryflower
2018-04-26, 02:46 AM
Hii Ya'll
I've started playing my first cleric sometime ago and I love it.
So much that when I saw a priest happily gulping a bottle of wine I immediately started thinking of this domain.
I'm wondering what you guys think, if you would play it and if you think it is balanced.
Divine domain
At 1st level, a cleric gains the Divine Domain
feature. The following domain option is
available to a cleric, in addition to those offered
in the Player’s Handbook and Xanathars guide
to everything: Alcohol.
Alcohol domain
Every adventurer likes to cool down in the pub with a beer
after finishing a quest. Some more than others. The clerics of
Alcohol are the extremist amongst these adventurers. They
do not love a drink, they worship it. you could be a monk who
devoted his life to making a perfect ale, a fey that never stops
partying, that weird guy at the pub who is face-planted into
the bar or the ruler of an utopian city of joy. Your deity is
more likely to be chaotic than lawful and could be Dionysus,
Fenmarel Mestarine, Liiira, Torm, Olidimmara or Ninkasi for
example. Your prayers involve drinking as do your rituals and
your spellcasting... and all other aspects of life. Cheers!
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
1st Purify food and water, Ray of sickness
3rd Dragon's breath, Zone of truth
5th Create food and water, Tongues
7th Aura of purity, Aura of alcohol
9th Legend lore, Modify memory
Bonus proficiency
When you choose this domain at 1st level, you gain
proficiency with brewer's tools and alchemist’s tools.
Brewer's blessing
Starting when you choose this domain at 1st level, you can
use your action to touch a willing creature other than yourself
to give it resistance to poison. This blessing lasts for 1 hour
and can be used once per rest.
Channel divinity : Water to wine
Starting at 2nd level you can use your channel divinity to
create booze. As an action you can turn a body of liquid up to
3 gallons into a alcoholic liquid. The liquid looses any
harmful, divine or magical properties if it had any. To use this
ability you have to be in 30 feet of the body of liquid.
Channel divinity : Divine wake up
Starting at 2nd level you can use your channel divinity to
instantly wake up if you fall unconscious by any other means
as dropping to 0 hp.
Thoughened Liver
By 6th level, you are familiar with how alcohol can numb the
senses and know how to use it to your advantage. You gain
advantage in constitution saving throws if you are under the
effect of alcohol
Divine strike
At 8th level, you gain the ability to infuse your weapon strikes
with pure alcohol. 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 poison damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Drunken mind
Starting at 17th level the enorms amount of alcohol you have
consumed in your life is has affected your mind permantly.
You are in a constant state of tipsyness granting you the
following effects :
- You are immune to being charmed, frightend and poisoned
- You gain immunity to poison
Aura of alcohol
4th-level Abjuration
Casting Time: 1 action
Range: self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
- The stench of alcohol radiates from you in an aura
with a 30-foot radius. Each creature that in the
aura at the start of its turn must make a
Constitution saving throw. On a failed save, the
creature spends its action that turn retching and
reeling
Sincerely,
Perry
I've started playing my first cleric sometime ago and I love it.
So much that when I saw a priest happily gulping a bottle of wine I immediately started thinking of this domain.
I'm wondering what you guys think, if you would play it and if you think it is balanced.
Divine domain
At 1st level, a cleric gains the Divine Domain
feature. The following domain option is
available to a cleric, in addition to those offered
in the Player’s Handbook and Xanathars guide
to everything: Alcohol.
Alcohol domain
Every adventurer likes to cool down in the pub with a beer
after finishing a quest. Some more than others. The clerics of
Alcohol are the extremist amongst these adventurers. They
do not love a drink, they worship it. you could be a monk who
devoted his life to making a perfect ale, a fey that never stops
partying, that weird guy at the pub who is face-planted into
the bar or the ruler of an utopian city of joy. Your deity is
more likely to be chaotic than lawful and could be Dionysus,
Fenmarel Mestarine, Liiira, Torm, Olidimmara or Ninkasi for
example. Your prayers involve drinking as do your rituals and
your spellcasting... and all other aspects of life. Cheers!
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
1st Purify food and water, Ray of sickness
3rd Dragon's breath, Zone of truth
5th Create food and water, Tongues
7th Aura of purity, Aura of alcohol
9th Legend lore, Modify memory
Bonus proficiency
When you choose this domain at 1st level, you gain
proficiency with brewer's tools and alchemist’s tools.
Brewer's blessing
Starting when you choose this domain at 1st level, you can
use your action to touch a willing creature other than yourself
to give it resistance to poison. This blessing lasts for 1 hour
and can be used once per rest.
Channel divinity : Water to wine
Starting at 2nd level you can use your channel divinity to
create booze. As an action you can turn a body of liquid up to
3 gallons into a alcoholic liquid. The liquid looses any
harmful, divine or magical properties if it had any. To use this
ability you have to be in 30 feet of the body of liquid.
Channel divinity : Divine wake up
Starting at 2nd level you can use your channel divinity to
instantly wake up if you fall unconscious by any other means
as dropping to 0 hp.
Thoughened Liver
By 6th level, you are familiar with how alcohol can numb the
senses and know how to use it to your advantage. You gain
advantage in constitution saving throws if you are under the
effect of alcohol
Divine strike
At 8th level, you gain the ability to infuse your weapon strikes
with pure alcohol. 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 poison damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Drunken mind
Starting at 17th level the enorms amount of alcohol you have
consumed in your life is has affected your mind permantly.
You are in a constant state of tipsyness granting you the
following effects :
- You are immune to being charmed, frightend and poisoned
- You gain immunity to poison
Aura of alcohol
4th-level Abjuration
Casting Time: 1 action
Range: self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
- The stench of alcohol radiates from you in an aura
with a 30-foot radius. Each creature that in the
aura at the start of its turn must make a
Constitution saving throw. On a failed save, the
creature spends its action that turn retching and
reeling
Sincerely,
Perry