Rum Domain
Rum Domain
Rum Domain
Divine Domain At 1st level, you can use your action to fill your mug with
In a pantheon, every deity has influence over different beer or rum, a gift of good tidings from the gods. Only you
aspects of mortal life and civilization, called a deity’s can drink this liquor, but you suffer no ill-effect from
domain. All the domains over which a deity has influence drinking any amount of alcohol; though rosy-cheeked and
slurred of speech, you are always steadfast on your feet and
are called the deity’s portfolio. For example, the portfolio
clear of thought.
of the Greek god Apollo includes the domains of
Knowledge, Life, and Light. As a cleric, you choose one Additionally, you learn the legendary libation cantrip,
aspect of your deity’s portfolio to emphasize, and you are which counts as a cleric spell for you and doesn't count
granted powers related to that domain. Your choice might against the number of cantrips you know.
correspond to a particular sect dedicated to your deity.
Channel Divinity: Intoxicate
Apollo, for example, could be worshiped in one region as At 2nd level, you can call upon the gods of merrymaking to
Phoebus (“radiant”) Apollo, emphasizing his influence over inebriate an aggressor. When a creature you can see makes
the Light domain, and in a different place as Apollo an attack, you can use your reaction to cause that creature
Acesius (“healing”), emphasizing his association with the to make a Constitution saving throw against your spell save
Life domain. Alternatively, your choice of domain could DC. On a failed save, the creature is poisoned and has
simply be a matter of personal preference, the aspect of the disadvantage on saving throws for up to 1 minute. The
deity that appeals to you most. target can repeat this saving throw at the end of each of its
Each domain’s description gives examples of deities turns, ending the effect on a success.
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk, Rumrunner
Dragonlance, and Eberron campaign settings, as well as By 6th level, you've learned the finer art of moving when
from the Celtic, Greek, Norse, and Egyptian pantheons of nobody's paying attention. Whenever a hostile creature
antiquity. moves, you can use your reaction to move up to half your
movement speed. This movement does not provoke
Rum Domain opportunity attacks from the moving creature.
Where rum flows easily, the gods of merriment abound.
Divine Strike
Clerics of the Rum Domain feel the fuzzy warmth of strong
At 8th level, you gain the ability to infuse your weapon
drink not as sinful excess, but as praise to the gods of good
strikes with divine energy. Once on each of your turns
times, which they worship often and with abandon. They
when you hit a creature with a weapon attack, you can
look to spread their merry religion and the good times with
cause the attack to deal an extra 1d8 damage of the same
it, bringing all to peace and happiness, a few nights of
type dealt by the weapon to the target. When you reach
drunken revelry at a time.
14th level, the extra damage increases to 2d8.
Rum Domain Spells
Next Round's on Me
Cleric Level Spells
At 17th level, you can call upon the gods of good times to
1st charm person, sleep
bring your allies a round of shots. As an action, choose up
3rd calm emotions, hangover
to 6 friendly creatures you can see within 60 feet of you to
5th hypnotic pattern, slow
gain a pleasant buzz. For the next minute, you and each of
7th confusion, death ward
these creatures have advantage on Intelligence, Wisdom,
9th greater restoration, modify memory
and Charisma saving throws, and can subtract your
Wisdom modifier from bludgeoning, piercing, or slashing
Drunken Sway damage they take.
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.