April 23, 2019

Rum Domain

Divine Domain
Comments from the Finger: There's two huge reasons I'm posting this particular subclass today. Firstly, because I'm still working on our tavern book, Tankards and Taverns, which should release in some state this month on Patreon. Get on there if you want to know what the hangover spell does.

Secondly, because it's distinctly pirate-themed, and our favorite podcast ever, Hero Club, is launching a new season today! It's a pirate adventure called Here, There Be Monsters, and it's using our very own High Seas Update (which also includes the Rum Domain!) Everything Hero Club produces is about the most refined slice of podcasting out there -- it's fully-edited, with sound effects, background music, and phenomenal voice actors. It's easy to sing their praises, but you should go check them out for yourself!

- - -

Rum Domain

Where rum flows easily, the gods of merriment abound. Clerics of the Rum Domain feel the fuzzy warmth of strong drink not as sinful excess, but as praise to the gods of good times, which they worship often and with abandon. They look to spread their merry religion and the good times with it, bringing all to peace and happiness, a few nights of drunken revelry at a time.

Rum Domain Spells
Cleric Level Spells
1stcharm person, sleep
3rdcalm emotions, hangover
5thhypnotic pattern, slow
7thconfusion, death ward
9thgreater restoration, modify memory

Drunken Sway
Starting when you choose this domain at 1st level, you always seem off-balance, making you surprisingly difficult to hit. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
     Additionally, you gain proficiency in martial weapons.

Cup Floweth Over
At 1st level, you can use your action to fill your mug with beer or rum, a gift of good tidings from the gods. Only you can drink this liquor, but you suffer no ill-effect from drinking any amount of alcohol; though rosy-cheeked and slurred of speech, you are always steadfast on your feet and clear of thought.
     Additionally, you learn the legendary libation cantrip, which counts as a cleric spell for you and doesn't count against the number of cantrips you know.

Channel Divinity: Intoxicate
At 2nd level, you can call upon the gods of merrymaking to inebriate an aggressor. When a creature you can see makes an attack, you can use your reaction to cause that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned and has disadvantage on saving throws for up to 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

By 6th level, you've learned the finer art of moving when nobody's paying attention. Whenever a hostile creature moves, you can use your reaction to move up to half your movement speed. This movement does not provoke opportunity attacks from the moving creature.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Next Round's on Me
At 17th level, you can call upon the gods of good times to bring your allies a round of shots. As an action, choose up to 6 friendly creatures you can see within 60 feet of you to gain a pleasant buzz. For the next minute, you and each of these creatures have advantage on Intelligence, Wisdom, and Charisma saving throws, and can subtract your Wisdom modifier from bludgeoning, piercing, or slashing damage they take.


  1. Replies
    1. https://mfov.magehandpress.com/2017/07/new-cantrips.html

  2. Also, channel divinity imposing saving throws as a reaction on an incoming attack? Wouldnt that be disadvantage on attack rolls? Or thats included in "poisoned"?

    1. Yea, being poisoned means you have disadvantage on attack rolls and ability checks: https://roll20.net/compendium/dnd5e/Conditions#content

    2. I asume that immediately takes effect, making that attack roll have disadvantage

  3. So "next round's on me" is at will? Cool.

    Maybe intoxicate should include that if a creature is immune to being poisoned it's also immune to the disadv. on saves?

    1. I'll have to think about that immunity thing. I imagine that the poisoned part is physical, but the saving throws thing is more magical in effect.

  4. Cool domain, if I had anything to add I'd say that rum is often associated with being an offering to the dead, along with tobacco, in some cultures so some element of sacrifice or necromancy would have been thematic.

    1. Baron Samedi comes to mind immediately. Perfect for a new world campaign, a high seas campaign, or a dark death god for any general campaign.... Love it!

    2. I feel like a voodoo domain would be really fun (though a bit more Warlock in most cases) but this seems like more of a Dionysian tradition of cleric. I'm actually surprised it wasn't broadened to more general 'carousing' domain, but the emphasis on rum makes sense given the roots of it. If I wasn't playing a drunken master already I might try it on for size :)

  5. so, why the proficiency in martial weapons? Nothing against it, i just don't see the connection

    1. It's really to make the close-quarters brawling a little easier. Most builds using this will probably use high Dex (to keep the AC in an acceptable range), so martial weapons really means rapiers and shortswords.