Base Class: Cleric
When you choose this domain you learn the ale-dritch blast cantrip. You also gain proficiency in either Insight or Medicine (your choice), and you gain proficiency with brewer's supplies. Your proficiency bonus is doubled for any ability check that you make that uses those supplies.
Level 3: Disciple of the Draught
When you choose this domain at 3rd level you learn the ale-dritch blast cantrip, You also gain proficiency in either Insight or Medicine (your choice), and you gain proficiency with Brewer's supplies. Your Proficiency bonus is doubled for any ability check you make that uses those supplies.
Granted Proficiency
You gain proficiency with Insight or Medicine your choice
Level 3: Beer Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Beer Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Comprehend Languages, Heroism, Blur, [Tooltip Not Found], [Tooltip Not Found] |
| 5 | Hypnotic Pattern, Mass Healing Word |
| 7 | Confusion, [Tooltip Not Found] |
| 9 | Dream, Modify Memory |
Channel Divinity: Blessed Brew
Starting at 3rd Level you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew. The number of doses equals 3+ your Wisdom modifier. Any special properties the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose 1 of the following benefits:
- +1 bonus to AC
- +1 increase ot the DC of saving throws for enchantment spells
- Advantage on Charisma ability checks
The benefit lasts for an hour, leaving behind a warm buzz when it fades. A creature must finish a short or long rest before it can benefit from another dose of blessed brew. Any blessed brew that is not consumed within an hour turns into ordinary beer.
Boot and Rally
Starting at 6th level you can use an action to aid and rally your allies. Each friendly creature within 30 feet of you that is frightened, paralyzed, poisoned, or stunned can immediately repeat the saving throw that caused the condition. Each target has advantage on this saving throw. On a successful save, the condition ends on the target and the target regains 2d6 hit points. Once you use this feature you can't use it again until you finish a long rest.
Divine Strike
At 8th level you gain the ability to infuse your weapon strikes with radiant energy. Once on earch of your turns when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level the extra damage increases to 2d8.
Fire in the Belly
at 17th level you gain resistance to cold, poison, and psychic damage.
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