Base Class: Cleric
Author's Notes:
I have a player who wants to play what he called a "Friar Tuck" cleric. A mix of the classic image and more modern, cartoonish tropes, his brown-robed traveling priest (and brewer) who always prefers holy beer to holy water, and is always up for a little celebration.
We decided that the best bet would be to start with Hanseath, the dwarven deity of war, carousing, and alcohol. His domains are Chaos, Strength, Travel, and War but we started playing with Carousing as a Domain.
Taking his ideas, I tried to fit them in a decent power structure. Something that would be fun and unique, and not overpower the new players who are playing mostly stock classes.
I'll make it prettier as I get it closer to a final version. Right now I'm looking for general ideas about how I've based what he wants on similar spells, and if there are better ways to accomplish what we are trying to do.
I'd really love to put something unique in at level 8, but can't find a good damage increase to work in there.
Domain Spells
- Level 1: Goodberry, Purify Food and Drink
- Level 3: Prayer of Healing, Lesser Restoration
- Level 5: Create Food and Water, Tiny Hut
- Level 7: Staggering Smite, Aura of Life
- Level 9: Greater Restoration, Mass Cure Wounds
Carousing Domain Features
Bonus Proficiency
When you choose this domain at 1st level, you become proficient in Persuasion and Gaming Set of your choice
Spike the Punchbowl
Gain the Shape Water Cantrip and add the following option:
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Can change the water into a basic alcoholic drink of your choice (ale, mead, wine). Resulting drink will be free of any impurities or poisons that was in the original water. This change last for one hour.
Channel Divinity: Chin Wagging
Starting at 2nd level, you can use your Channel Divinity, and the application of providing food and drink, to instill a sense of trust in a person, and encourage them to reveal information they would otherwise want to keep secret. (as with Friends cantrip, but target may know magic was involved, will not turn hostile immediately afterwards. ) Gain advantage on Chrisma rolls directed at creatures of choice (up to proficiency bonus) that you are plying with food or drink.
Channel Divinity: Intoxicating Touch
Channel Divinity: Intoxicating touch - (Stats like Charm Person, but with "drunken" effect), Must pass a con save or cause the victim to come under the negative effects of intoxication. Last for 1 hour or until harmed (by characters friendly to the caster.)
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Pub Crawl
Pub Crawl - (See Mass Suggestion) The caster is able to place a group of people under a limited charm effect, convincing them to go looking for a party at the local pub or group of pubs.
Magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
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