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Coffee Domain

By February 5, 2019September 8th, 2022Cleric

Divine Domain
Comments from the Finger: I realized, much to my horror, that I had missed writing a domain for my personal lord and savior. 

Coffee Domain

Herbalists have long brewed teas and other remedies to ease the body and sharpen the mind, but those time-tested staples have steep competition for being the preferred drink of choice. Coffee is a beverage with powerful alchemical effects: it staves off sleep, boosts concentration, and imparts a feeling of wakefulness and inspiration. Everyone from commoners to archmages has come to enjoy the bitter warmth of this brew, so it’s no small wonder that demigods, and eventually full-on godly powers, have adopted coffee as a domain.
     Gods of this domain include Vigil, Keeper of the Morning, Twitsh, Lord of Streams, and Cinder, God of Flame. However, many clerics turn to this domain without an associated deity, taking up the mantle because they are dependent, if not outright fixated, on coffee.

Coffee Domain Spells

Cleric Level Spells
1st expeditious retreat, false life
3rd blur, enhance ability
5th fly, haste
7th divination, freedom of movement
9th awaken, telekinesis

Twitch Casting
As the magic of coffee strums down your nerves, you find you can perform actions far quicker than normal. Starting when you choose this domain at 1st level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. Once you use this ability, you can’t use it again until you finish a long rest.

Sleepless
Though the Gods of Coffee offer focus and productivity with one hand, they steal away sleep with the other. Beginning at 1st level, you require one less hour of sleep than a normal member of your race and magic can’t put you to sleep.

Channel Divinity: Java
Starting at 2nd level, you can use your Channel Divinity as an action to invigorate the body and mind of a willing creature you touch. The target instantly awakens, if asleep. For the next minute, the target ignores all levels of exhaustion, its speed increases by 10 feet, it has advantage on Intelligence and Dexterity saving throws, and it can take an additional action its turn. This action can only be used to take the Attack (one weapon attack only) or Disengage action.
     When the effect ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Only one creature can be under the effects of this Channel Divinity at a time and no creature can benefit from the effects of this ability and the spell haste at once.

Honed Focus
By 6th level, the near constant infusion of caffeine has sharpened your memory and focus. Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to reattempt the save, maintaining your concentration on a success.

Divine Strike
At 8th level, 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Café Nation
Beginning at 17th level, you can share the power of caffeination to your allies. When you cast the spell haste, you can choose a number of targets within range equal to your Wisdom modifier, each of which gains the effect of the spell. If any of these targets are asleep, they are instantly awoken. The spell’s effects last only until the beginning of your next turn, after which the spell ends, and no target suffers the “wave of lethargy” effect. If you cast the spell using a spell slot of 7th level or higher, the duration extends to 1d4 rounds.

 

 

 

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