Base Class: Cleric
Clerics of this domain believe hospitality and servitude are the greatest gifts of life. They are skilled artisans of the brew and powerful defenders of their establishments and customers.
You gain the following spells at the corresponding levels they do not count against your spells prepared.
1st- Purify Food and Drink, Tasha's Caustic Brew
3rd- Ray of Enfeeblement, Magic Weapon
5th- Create Food and Water, Fast Friends
7th- Watery Sphere, Vitriolic Sphere
9th- Contagion, Legend Lore
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and brewing tools, or another tool set if you are already proficient in them.
Drunken Stupor
At first level your body adapts to the potency of all brews. You gain resistance to poison and acid damage as well as resistance to the poisoned condition. Additionally, you can use your bonus action to force a CON save on a creature within 30 feet of you, if it fails it takes poison damage equal to half your total character level and gains a level of exhaustion but on a success, they only take half damage and so exhaustion.
Channel Divinity: Let the Mead Flow
Starting at 2nd level, you can use your Channel Divinity to empower and strengthen your allies.
As an action, you present your holy symbol and evoke the power of your deity. Choose a number of allies equal to your proficiency bonus, they gain temp hp equal to twice your level and they can add a d4 to either their next attack roll or ability check. You can only use this feature once per long rest.
Vigilant Server
At level 6 whenever an ally is targeted by a spell forcing them to make a saving throw you can expend one of your hit dice as a reaction and add the number rolled to their save check.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with potent 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 of poison or acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Nectar of the Gods
Starting at 17th level, whenever you cast a spell that gives hp or temp hp the target also gains advantage on attacks and ability checks until the end of your turn.
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