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CLERIC

Drunken Reverie Domain

CLERIC

Those who worship the deities of vice and celebration can often become seduced by their domain's pleasures.  Many who seek to become clerics to these deities can find themselves stumbling down a dark alleyway before collapsing from the immense pressure of the party.  But others who pass through these trials and see clearly in the sunrise of the next morning, become clerics to the domain of festivities.


Domain Spells

You gain domain spells at the cleric levels listed in the Drunken Reverie Domain Spells table. See the Divine Domain class feature for how domain spells work.

Drunken Reverie Domain Spells

Under the Influence

When you choose this domain at 1st level, your dedication to the gods of one’s current vices, gives you training into various forms of worshipful wontoness. You gain the following benefits:

  • You gain proficiency in martial weapons and the Performance and Acrobatics skills.

  • You learn the dancing lights and prestidigitation cantrips and they do not count against your number of Cleric cantrips known.

  • While you are not wearing armor and are holding a weapon, you can add your Wisdom modifier to your Armor Class.  You can wield a shield and gain this benefit, but only if the shield is emblazoned with your holy symbol.

Channel Divinity: Celestial Brew

Starting at 2nd level, you can use your Channel Divinity to turn any tavern or gathering into a religious celebration. 

As a bonus action, you can touch a number of filled waterskins, glasses of wine, mugs of ale, or flasks of spirits equal to your proficiency bonus, and turn them into holy sacraments.  When a sacrament is consumed as an action, the creature regains a number of hit points equal to half your Cleric level, and gains a number of temporary hit points equal to your proficiency bonus.  While creatures have these temporary hit points they have advantage on all Charisma ability checks except Deception.  The sacraments remain potent until the end of your next long rest, where they become nonmagical liquid again.

Channel Divinity: Chalice of Performance

Starting at 6th level you can use your Channel Divinity to call upon your deity to protect allies around you.  

As an action, you present your holy symbol, and a spectral silvery mist appears over your head. The mist is centered on you, has a 30-foot radius, and is filled with twinkling, multicolored dim lights. The mist moves with you, and it lasts for 1 minute or until you are incapacitated or die.  Whenever a creature (including you) ends its turn under the mist, they gain temporary hit points equal to 1d6 + your cleric level and have advantage on Charisma (Performance) checks and saving throws made to avoid or end the charmed or frightened conditions.

Sip of Chaos

At 8th level, you gain the ability to infuse your weapon strikes with painful psychic powers. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Moonwalk

At 17th level, you devotion to festivities has granted you the following benefits:

  • You gain expertise in the Performance and Acrobatics skills.  If you already have expertise in one or both of these skills, you gain expertise in one or two other skills you are proficient in.

  • When you cast a Cleric spell as an action, you can use your bonus action to make a weapon attack, dash, or disengage.

  • Creatures that have temporary hit points from your Chalice of Performance are immune to being charmed or frightened.

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