Cleric
Base Class: Cleric

Guided by the many drunken delights of life, you have chosen to enter the service of a god of Alcohol.

Intoxicate your enemies, sober them up with violence, and show them the true madness that is your god.

Bonus Cantrip

you learn the acid splash cantrip and can cast it using your wisdom.

 

Intoxicants

Stinging cocktail

any acid or poison damage you deal with spells or this subclasses features will intoxicate them. They gain disadvantage on all attack or ability rolls and lose 10 ft of movement speed (minimum of 5) for 30 seconds. One entity can have multiple stacks of Intoxication, but the debuffs do not stack.

Wicked hangover

Whenever the intoxicated effect ends on a creature, they take 1d6 psychic damage.

Level 3: Life of The Party

As a magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke a manifestation of your gods heavenly parties in the form of a 15ft sphere up to 50 ft away from you for one minute. This can take any form you like such as goblets floating in the area spilling wine, tankards clashing against each other violently, or maybe just a powerful alcoholic vapor. Enemies within the sphere must make a constitution saving throw equal to your spell save DC or receive a stack of intoxicated. They then repeat this skill check at the end of every turn they are still in the sphere. You can move the sphere as a bonus action up to 20 feet away from where you first conjured it..

Sobering Hit

When hitting an enemy with a melee or unarmed attack you can instantly sober them up, the enemy loses all stacks of intoxicated it currently has.

Level 6: Higher proof

The damage die for Wicked hangover is now 1d8. You can add your wisdom modifier to your attack rolls against intoxicated enemies. Intoxicated enemies now cannot use the vocal components of spells

Nightmares of the Drunken God

Unleash a grand vision of an aspect of your god to people around you. Sudden shock In a 20ft circle centering on you, a gateway to the lush pleasure realm of your god is opened and knocks back enemies who fail a strength saving throw (spell save DC) 25ft, while also dealing 5d8 force damage. If they succeed they are not knocked back and take half damage. Otherworldly revelry The gateway to this realm remains open, as alien sounds and vicious laughter echo through it. The circle remains centered on you for 1 minute. Enemies beginning their turn in the circle or entering it for the first time must succeed a wisdom saving throw or become frightened until the beginning of their next turn. Enemies ending their turn in the circle gain 2 stacks of intoxicated.

Level 3: Alcohol Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Alcohol Domain Spells table, you thereafter always have the listed spells prepared.

 Level 3: Goodberry, Ray of Sickness, Melf's Acid Arrow, Lesser Restoration

Level 5: Hunger of Hadar, Fear

Level 7: Confusion, Vitriolic Sphere

Level 9: Yolande's Regal Presence, Cloudkill

 

For some reason Hunger of Hadar and Yolande's regal presence aren't available in the free rules so I cannot include them in the expanded spell list on this subclass, but know that these are part of the subclasses expanded spell list.

 

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