Base Class: Cleric
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Cleric Level |
Spells |
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1st |
Charm Person, Friends |
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3rd |
Suggestion, Calm Emotions |
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5th |
Catnap, Create Food And Water |
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7th |
Freedom Of Movement, Hallucinatory Terrain |
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9th |
Hallow, Modify Memory |
Bonus proficiencies
When you choose this domain at first level you gain proficiency with brewers supplies and the persuasion skill.
Sweet talker
At 1st level, you realize your allies could be better persuaders. Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Persuasion (Charisma) checks. This lasts for 1 hour or until you use this feature again or until you break concentration (as if you were concentrating on a spell). In addition, you use charisma instead of wisdom as your spellcasting modifier when you take this subclass.
Channel Divinity: Lifeblood of the party
At 2nd level, you replicate a drink seen at your god's parties or revelries. As part of a long rest, you can magically produce several shots of a magical beverage called Nectar. A creature can use its action to take a shot of this liquid and gain temporary hit points equal to your proficiency bonus plus your cleric level plus your Wisdom modifier. The creature can also use its bonus action to magically charm by rolling a persuasion skill check plus your spell attack bonus at a creature it can see within 30ft of it, a creature that is fighting you or your allies is immune to this charm. The effect lasts for 1 hour or until the temporary hit points are depleted and a creature can only use its charm effect once. A creature can only benefit from the effects of nectar once per long rest. The amount of shots is equal to your proficiency bonus plus your Wisdom modifier (minimum of one).
Overwhelming Presence
At 6th level, you learn how to alter your outward appearance to fit any situation. You gain advantage on persuasion rolls and Charisma saving throws.
Divine Strike
At 8th level, you learn to gather intoxicating energies into your blows. When you hit a creature with a weapon attack, you can cause the attack to deal 1d8 poison or psychic damage and you declare the type of damage before the damage dice. In addition, they have to make a constitution saving throw against your spell save DC, On a success, nothing happens. On a failure, the creature takes 1d6 poison damage every round until they succeed a Constitution saving throw on their turn.
Aura of Revelry
At 17th level, your sheer presence alone and an internal boon from your god makes you always gleam with fun, joy, and peace. In a 30ft sphere around you, allied creatures have advantage on charmed, frightened, and poisoned saving throws. Additionally, enemy creatures within a 30ft sphere have disadvantage on charmed, frightened, and poisoned additionally immunities to charmed, frightened, and poisoned are also disabled. When you are inside a tavern space or a home consisting of a bedroom, bathroom, kitchen, and dining room alcoholic drinks are able to be created from thin air and people become more relaxed and outgoing granting a +5 to all charisma skill checks made within the building.
Previous Versions
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5/30/2021 6:16:06 PM
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Coming Soon
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