Cleric
Base Class: Cleric

The deities of revelry are hedonistic beings that gift booze, celebrations, and other intoxicants to their loyal followers. These gods are well liked by worshippers and other members of their pantheon. Deities of revelry teach their followers to not take life too seriously and to enjoy every moment they have.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with brewer's supplies.

Healing booze

Also starting at 1st level, your diety blesses the booze that you drink. Whenever you consume alcohol, you heal a number of hit points equal to 1d4 + your proficiency modifier for each pint of alcohol consumed.

Channel Divinity: invoke intoxication

Starting at 2nd level, you can use your Channel Divinity to get someone drunk.

As an action, you present your holy symbol and evoke drunkenness. Choose a creature that you can see within 30 feet of you, that creature must make a constitution saving throw versus your spell save DC or have disadvantage on all dexterity and wisdom ability checks, saving throws, and attack rolls that use either stat for 1hour. Creatures immune to being poisoned are immune to this effect. In addition, all liquids in open containers within 30 feet of you, are transformed into an alcoholic beverage of your choice.

Iron liver

Beginning at 6th level, you have built up a resistance to alcohol and other intoxicants. You have resistance to poison damage and have advantage on save against being charmed.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with hedonistic pleasure. Once on each of your turns when you hit a creature with a weapon attack, you can cause that creature to be charmed by you until the end of its next turn.

Life of the party

Starting at 17th level, you become a master of hedonism and revelry, you gain the following benefits. 

You are immune to poison damage 

Hostile creatures have disadvantage against your charm effects 

You cannot be put to sleep against your own will

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