Cleric
Base Class: Cleric

There is divine blessing in the fruits of nature, but nowhere is this most pronounced than through fermentation. Gods whose portfolios include the Brewing domain—including Aegir, Azul, Chauntea, Dionysus, Lliira, Sharess, Sucellus, Vergadain, Wenta, and Yondalla—offer enlightenment through the power of alcohol.

Clerics with the brewing domain bring the knowledge of fermentation to the people; offering not only a safe beverage, but enlightenment through intoxication. True followers find joy and courage through drink and hear the words of their deity through consumption of this holy beverage.

In some pantheons this domain might be reflavored to include the fermentation of grape, honey, or another sugar source besides grain.

Bonus Proficiencies

At 1st level, you gain proficiency with [tool]brewer’s supplies[/tool] and your choice of Nature or Persuasion.

Liquid Courage

At 1st level, you gain the ability to imbue magic into any liquid, turning it into an alcoholic spirit. At the end of a long rest, you can touch a number of drinks up to your Charisma bonus (minimum 1). A creature can use an action to drink the imbued brew, gaining temporary hit points equal to your level and enough nourishment to sustain the creature for one day. A creature can't gain temporary hit points from this ability again until it has finished a short or long rest. The imbued drinks lose their potency if they have not been consumed when you take your next long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Intoxicating Song

Starting at 2nd level, you can use your channel divinity to intoxicate your enemies, making them less effective in combat.

As an action, you hoist your holy symbol while singing a boisterous song. Each enemy that can see or hear you within 30 feet of you must make a Constitution saving throw. On a failed save, it becomes intoxicated and is poisoned for 1 minute. A poisoned creature may attempt another saving throw at the end of each of its turns to rid itself of the condition.

Stout Constitution

Beginning at 6th level, when you or a creature within 30 feet of you takes poison damage, you can use your reaction to grant resistance to poison against that instance of poison damage.

In addition, you cannot become intoxicated unless you choose to.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Brew

Starting at 17th level, when you use your Liquid Courage, you can imbue an additional effect into the brew you create.

Cleansing Brew

The brew cleanses one disease, curse, or condition afflicting a creature that imbibes the brew.

Nectar of the Gods

When drinking the imbued brew, a creature attains a state of divine inebriation where all things begin to become clear. The creature may ask a single question that can be answered with a yes or no answer. The creature always receives a correct answer for the question.

The divine connection of the brew isn’t always clear however, so the creature might receive an "unclear" response if the question pertains to information beyond its deity's knowledge or if the creature is too drunk to comprehend its logic. There is a 50% chance the player receives an “unclear” answer due to their own misunderstanding.

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