Base Class: Cleric
Clerics who follow this domain are sweetness incarnate. With the love of all things sugary and delightful, they work to bring that same sweetness to all who interact with them. Their magic manifests as the creation of sweets and joy in order to bring cheer to the humdrum lives of the innocent and common. It is said that they can even create full helpings of desserts and special candies in the palms of their hands. Moreso than their love of candy, they seek out harm and malice so they can stomp it out and instead fill in the emotional wounds with joy and candy.
Pastrymancy
When you choose this domain, starting at 1st level, you gain proficiency with Cook's Utensils. If you already have proficiency with these tools, you gain proficiency with another type of artisan's tools of your choice. Additionally, your Cook's Utensils can serve as a holy symbol for you. Your spells that have visible effects take on the appearance of food and balked sweets. Even your spells that don't have visible effects tend to smell like different pastries. This does not make your spells provide nourishment like regular food.
Additional Spells
The Candy Domain grants the practitioner the following additional spells at the following levels:
1st: Goodberry , Color Spray
3rd: Nathair's Mischief , Snilloc's Snowball Swarm
5th: Create Food and Water , Tiny Servant
7th: Conjure Minor Elementals , Galder's Speedy Courier
9th: Animate Objects , Bigby's Hand
Sugar Rush
Starting at 1st level, whenever you expend a spell slot of 1st level or higher, you gain a sudden burst of energy. Your movement speed is doubled until the start of your next turn and you gain an additional action this turn, which you may use to take any other action other than Attack or Cast a Spell.
Channel Divinity: Sweet Tooth
Starting at 2nd level, you can use your Channel Divinity to magically create sweets that bolster those who consume them. As an action, you can create a magical candy that manifests in your hand, which can be consumed by a creature as a bonus action. You are able to create 3 candies of one type per use of this ability. The candies created with this ability keep their magical properties for 24 hours in game but then they lose their effects to become normal pieces of candy. When you create this candy, choose one of the following types:
- Brighteye Beans: A small, black jelly bean with cobalt blue speckles. Consuming this candy grants you Advantage on Investigation and Perception checks for the next minute.
- Charming Chocolate: A large, deep brown disc of chocolate that seems to emit a subtle glow. Consuming this candy grants you Advantage on Persuasion and Performance checks for the next minute.
- Muscle Mint: A small, green, and white swirled ball of mint with a print of a curled bicep on it. Consuming this candy grants you Advantage on Athletics and Acrobatics checks for the next minute.
- Sly Sour: A long, orange-red roll of sugar-coated sour lolly that makes no sound as you chew it. Consuming this candy grants you Advantage on Stealth and Sleight of Hand checks for the next minute.
- Knowing Nougat: A large, pale-brown slab of candy with bright-silver nuts scattered through it. Consuming this candy grants you Advantage on Insight and History checks for the next minute.
- Magic Marshmallow: A deep-blue marshmallow with white star dots covering it. Consuming this candy grants you advantage on Arcana and Religion checks for the next minute.
- Grove Gumball: A verdent green gumball with the design of a leaf imprinted on it. Consuming this candy grants you Advantage on Nature and Animal Handling checks for the next minute.
- Wild Warhead: A compact, green and brown colored hard candy with an incredibly sour taste. Consuming this candy grants you Advantage on Survival and Medicine checks for the next minute.
- Faker's Fudge: A pale-white slice of fudge with a gold imprinted picture of a devil's tongue on it. Consuming this candy grants you Advantage on Intimidation and Deception checks for the next minute.
Channel Divinity: Coat of Syrup
Starting at 6th level, you can use your Channel Divinity to magically coat your allies in protective candy. As an Action, you can touch a friendly and willing creature to apply the coating on them. The syrup is soft and sticky, granting the affected creature resistance to nonmagical bludgeoning, piercing, and slashing damage. Any Medium or smaller creature that hits the candy-coated ally with a melee weapon must make a Strength or Dexterity saving throw (their choice). On a failed save, the creature's weapon become stuck to the syrup. If the weapon's wielder can't or doesn't let go, they become grappled while it remains stuck. They can use their action to make a Strength check against your Spell Sace DC, pulling the weapon free on a success. The syrup hardens and breaks apart after 1 minute, automatically freeing any weapons stuck in it.
Shared Enthusiam
At 8th level, your childlike anergy is contagious and others near you share in its intensity. When using the Sugar Rush feature, you may also grant its benefits to another creature of your choice within 30 feet of you.
Death by Chocolate
Starting at 17th level, your domain grants you the power to hamper those who would harm your allies, through the ultimate display of sugary doom. As an action on your turn, you can conjure a wave of molten and scalding chocolate that splashes onto a 30-foot square you designate within 90 feet of you. Each creature in that area must make a Dexterity Saving throw. A target is completely covered from head to toe on a failed save, taking 4d6 Acid and 4d6 Fire damage. On a successful save, they take half total rolled damage and are only partially covered. A target completely covered in chocolate can use their action to wipe and clean the chocolate off of their body. If they end their turn while still covered in chocolate, the chocolate hardens into a thick and tough shell of chocolate. The victims are totally encased in the shell for a total of 5 minutes in game. An encased creature is considered; incapacitated, blinded, unable to move/breathe/or speak. The chocolate shell has an AC of 14 and an HP max of 1/4 total rolled dmg upon initial impact. The shell also has immunity to poison and psychic damage. Whenever the shell takes slashing or piercing damage, half of total damage is dealt to the victim inside the shell. After the shell is reduced to 0 HP or 5 minutes have passed, the shell breaks itself apart, freeing the victim trapped inside. Once you have used this feature, it cannot be used again until a long rest is taken.
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