Base Class: Cleric
Wine, beer, spirits and liqueur are the blessings that the clerics of the drunken domain wish to bestow upon us, often included in the sacred rituals they call "a damn good party". They follow deities that enjoy endulging in the pleasures of life and appreciate a good drink and a proper celebration being held in their name. An example for such a deity would be the greek god of wine and fertility Dionysus, alledgedly being the inventor of wine.
Many clerics of this domain see the wonders of alcohol and intoxication as something to be shared with the world and all those who want to have joy in their lives. They wander about, aiming to brighten the mundane days of the common folk with boisterous parties and festivals, as well as sooth the pain of those who carry sorrow in their hearts by numbing their senses.
Domain Spells
1st-level Peace Domain feature
You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.
Drunken Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Drinker´s wit
1st-level Drunken Domain feature
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice). You also gain proficiency with brewer´s supplies.
Guiding Drink
1st-level Drunken Domain feature
Getting into the state of drunkenness by drinking the delicious creations your deity has helped you make brings you closer to their presence, allowing your mind and body to be guided by them.
When you get drunk drinking booze that you produced yourself, you don´t have disatvantage on any wisdom checks and instead of having disatvantage on attack rolls, you instead gain advantage on the first attack roll you make each round.
Starting at 7th level, you get this effect when getting drunk with any booze.
Channel Divinity: Double dance
2nd-level Drunken Domain feature
"Soo.. which one of you is gonna fight me now?"
As an action, you can choose a creature you can see within range, marking it with the devine power of alcohol. While you are drunk, you and other drunk creatures see a blurry duplicate of the creature that is always 5 ft next to it and copies it´s movement, though it doesn´t have a corporeal form and doesn´t impact it´s surroundings physically. Damaging either the creature or the duplicate deals damage to the creature, as long as the attacker is drunk.
Every time a creature that is drunk targets the marked creature with an attack roll and misses its AC by 5 or more, it can instead roll a new attack roll with the duplicate as the new target.
The duplicate has an AC of 10 + the creature´s dexterity modifier, and hitting and damaging the duplicate causes the creature to suffer that much damage of the same type, except the damage is magical if it wasn´t already.
Protective Bond
6th-level Peace Domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Potent Spellcasting
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Expansive Bond
17th-level Peace Domain feature
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.
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