Cleric
Base Class: Cleric

Gods of the Vine claim power over the creation and consumption of wine, beer, liquor, and other intoxicants. They have much in common with gods of nature, but also tend toward mischief, and have a unique influence over the mind. Some gods of the Vine see the process of crushing and fermenting grapes as symbolic, and also claim dominion over death and rebirth. There are few who are untouched by the brewing and drinking of alcohol, and gods of the Vine may be worshiped by farmers who sow and reap barley, master distillers who hone ancient recipes, bartenders who make their living quenching thirst, and warriors who seek liquid courage before a battle. Worship of these gods always includes intoxicating beverages and public revelry, and may also feature dancing, parades, masquerades, dramatic performances, and hallucinogens. Followers of gods of the Vine should be wary, however, or they may find their merrymaking slowly turning to madness. Festivals devoted to these gods are often marked by mobs, looting, accidental deaths, and disappearances. For this reason, churches devoted to gods of wine often find themselves sidelined or persecuted by secular authorities, and worship of these gods is most common among the lower classes and the margins of society. Clerics of the Vine may be equally called upon to bless a harvest or to raise a toast, and will always find themselves welcome in any tavern – though they may also find themselves welcomed to a local jail cell for the night.

Expanded Spell List

 In addition to the spells listed in the table below, the friends and thorn whip cantrips are added to the cleric spell list for you. You also know the imbue drunkenness cantrip, which does not count against the number of cantrips you know. Where more than two spells are listed at a given level, all of the listed spells are added to the cleric spell list for you, and when you reach the level listed you choose two of them to always have prepared.

1st: charm person, dissonant whispers, heroism, ray of sickness, sleep, Tasha's hideous laughter

3rd: blur, crown of madness, phantasmal force, suggestion

5th: plant growth, slow

7th: aura of purity, confusion

9th: dominate person, modify memory

11th: mass suggestion, Otto's irresistible dance

Iron Stomach

At 1st level, you gain proficiency in Constitution saving throws. You also gain resistance to poison damage.

Liquid Courage

Also at 1st level, you can bolster your allies' courage in battle. You can use your action to touch a willing creature and give it advantage on saving throws against being frightened. This effect lasts for one hour, or until you use this feature again.

Channel Divinity: Drunken Numbness

Starting at 2nd level, you can use your Channel Divinity to increase your allies' fortitude and numb them to pain. As an action, you can choose a number of creatures within 30ft up to your Wisdom modifier. For the next minute, each creature you choose gains temporary hit points equal to your cleric level at the start of each of their turns.

Channel Divinity: Sparagmos

Starting at 6th level, you can use your Channel Divinity to turn a taste of death into an empowering experience. As a reaction to a creature you can see within 30 ft. failing their final death save, you can add your Wisdom modifier to their death save roll. If this would cause them to instead succeed on the save, they are returned to life with a number of hit points equal to your cleric level, and they can add your Wisdom modifier to the next attack and damage roll they make. Once a creature has benefited from this ability, it cannot do so again until it completes a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Maenadic Thrall

At 17th level, you gain the ability to wash the minds of others with a permanent drunkenness. You can use your action to touch a humanoid, which must make a Constitution saving throw. On a success, that creature becomes immune to this effect for 24 hours. On a failure, they is then charmed by you. Its Intelligence and Charisma become 3, and it cannot speak coherently or understand words spoken by anyone other than you, but it retains its other game statistics and abilities. It will obey any of your verbal commands as long as it can hear you, even if doing so would harm itself or be contrary to its normal interests. If it does not have any orders to follow, it will move to within 30ft of you and take no action other than to dance in place, and defend itself aggressively if provoked. When the charm ends, its former statistics are restored, and has no memory of its time as a thrall or any actions it performed. A remove curse spell or another effect that can remove the charmed condition can end this effect. A creature that cannot be charmed is immune to this effect.

You can have a number of Maenadic thralls equal to your Wisdom modifier (minimum one), and can use your action to end the enchantment at any time. If your number of thralls is at its maximum and you attempt to create another, you can release one of your current thralls as part of the same action, otherwise the new attempt fails.

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