Base Class: Cleric
The God of Intoxication is associated with freedom, madness and ferality. All of these aspects are extensions of the state of intoxication. When drunk your mind is free from thoughts of anxiety and concerns of the social rules that restrict you otherwise. Madness and ferality are extreme forms of intoxication, whether these extreme forms of intoxication are considered a blessing or a curse varies on who's being asked and the circumstance.
As a follower of the God of Intoxication you aim to free people from the physical and metaphorical chains that bind them, physically manifesting the freeing power of intoxication. Evil doers and societal rules that restrict the freedom of the people and nothing more are the bane of your beleif and it is your goal to destroy any presence of them in the world. The specifics of this varey from person to person.
Domain Spells
You gain domain spells at the cleric levels listed in the Intoxication Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | guiding bolt, hideous laughter |
| 3rd | aid, ray of enfeeblement |
| 5th | enemies abound, slow |
| 7th | sickening radiance, stoneskin |
| 9th | hallow, synaptic static |
Drunken Stupor
At 1st level, you gain the ability to hinder creatures via intoxication. When casting a spell with either an Intelligence or Wisdom saving throw you can change it to require a Constitution saving throw. If a spell requires a creature to have above or below a certain ability score/modifier, that does not change.
Blessing of the Drink
Starting at 1st level, you are able to create a drought of alcohol using the Brewer’s Supplies using magic to speed up the process and infuse it with special properties. As a bonus action you can give this drink to any ally within 10 feet, healing them for 1d8 hit points and giving them a +3 to AC for 10 minutes. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Maddening Intoxication
Starting at 2nd level, you can use your Channel Divinity to cause madness.
As an action, raise your holy symbol and each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or suffer from Short-Term Madness until the end of your next turn or until the maddenned creature takes any damage.
Hearty Drought
Starting at 6th level, you gain the ability to give temporary hit points to those who you cast buffing spells on. When you cast a spell of 1st level or higher that buffs a creature, that creature regains temporary hit points equal to your Wisdom modifier + the spell’s level.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the intoxicating power of alcohol. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Strong Brew
At 17th level, you have mastered the art of brewing. Blessing of the Drink also provides affected creatures with resistance to bludgeoning, piercing, and slashing damage from non magical attacks for its duration.
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