Base Class: Cleric
Clerics of the debauchery domain spread forth enjoying life while one can. Their temples are often places that host large parties either ones thrown for their many holidays or rented by others. Clerics of this domain my also oversees wineries, breweries and even brothels helping to guide them by the codes of their god.
(This is a beta version of this subclass. The D&D beyond functionality may not work properly yet.)
Debauchery Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | charm person, hideous laughter |
| 3rd | enthrall, blur |
| 5th | major image, tiny hut |
| 7th | private sanctum, hallucinatory terrain |
| 9th | dream, seeming |
Bonus Proficiency: Brewery Tools
When you choose this domain at 1st level, you gain proficiency with brewery tools.
Channel Divinity: Intoxication
Starting at 2nd level, you can use your Channel Divinity to intoxicate creatures.
As an action, you present your holy symbol and invoke the name of your deity. Each creature of your choice that can see you within 30 feet of you must make a Constitution saving throw. If the creature fails its saving throw, it is poisoned from intoxication for 1 minute.
At the end of each of its turns, the targets can make a Constitution saving throw. On a success, the effect ends.
Blessing of Friendship
Starting when you choose this domain at 1st level, use your action to touch a willing creature, including yourself, to give advantage on Charisma(Persuasion) checks. This blessing lasts for 1 minute or until you use this feature again.
Channel Divinity: Liquid Courage
Starting at 6th level, you can use your Channel Divinity to magically create an alcoholic beverage with magical benefits.
As an action, you create a drink (usually beer or wine depending on the god) for one creature. It takes 1 action for the creature to consume this beverage, which must be consumed within one hour of it's creation. After consuming the creature will be cured of one of the following: the frightened or poison condition or one disease. The creature gets advantage on saves against being frightened until a long rest and gains 1d8 hit points and temporary hit points.
A creature only gets the benefits of this elixir up to once per long rest.
Potent Spellcasting
Starting at 8th level you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Liquid Courage
At 17th level, your liquid courage ability creates up to 4 drinks that can cure one of any of the following (must be drunk within the hour):
- level of exhaustion
- a disease
- One of any of the following conditions: Frightened, Paralyzed, Poisoned, Stunned, blinded, charmed, deafened
Creature has advantage against frightened saves until long rest.
2d8 of temporary hit points are added.
A creature only gets the benefits of this elixir up to once per long rest.
Previous Versions
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9/30/2021 5:36:17 AM
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0.1
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Coming Soon
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Posted Oct 1, 2021I like the theme of the subclass, and I like the choice of spells, but I don't think the level 6 ability should be another channel divinity, considering you have the channel divinity intoxication at 2nd level, which is pretty good already.
Maybe instead you can have it be an ability that you can use an amount of times equal to your wisdom modifier or proficiency bonus, and a set amount of temporary hit points, like an amount equal to 5 + your wisdom modifier (minimum 1).
Overall though, seems neat!