The stars of Pash-Mara
Fermentation is as old as agriculture and so came the gods of this proces with it. They have both the benefits as drawbacks of alcohol associated with alcohol, these deities could har as easily as they might help their followers. They sometimes also gained an association with the plant life and the revelatory power inspired by the altered mental state of drunkennes. Clerics who whorship these gods can fortify their allies spirits and also induce intoxicating madness among their foes.
Intoxication domain spells
1st Goodberry, purrify food and drink
3rd enhance abillity, protection from poison
5th create food and water, plant growth
7th confusion, freedom of movement
9th mislead, modify memory
At 1st level you gain proficiency with brewer tools and one martial weapon of your choice.
Gift of Gatz
At first level you can use your action to touch a willing crature other than yourself to give it advantage on either deception or persusion checks. this blessing lasts for 1 hour or until you use theis feature again. while it lasts, the chosen creature has disadvantage on insight checks as well.
Channel divinity: imbued brew
At 2nd level you can use your channel divinity to empower a single drink. As an action, you can infuse the drink with magical energy that when imbibed as an action dupicates one of the following efects.
1. The brew can mimic a potion of healing
2. give resistance to poison damage and advantage on saving throws against poisons for 1 minute.
3. End one effect causing a creature to be charmed or frightened. This magic lasts until you take a short or long rest, after which the imbued magic dissipates harmlessly.
at 6th level you can use your channel divinity to inspire madness in yourself and other creatures. As an action, you can force all creatures, including yourself, within a 30-feet radius to make a wisom saving throw against your cleric spell save DC. On a failed save, that creature must for the next 1 minute on it turn use its action to attack a rondomly determined creature within its attack range. each affected creature can make anotheer wisdom saving throw at the end of each of its turns to end the effect.
At 8th level, once on each of your turns you can infuse your weapon strikes with divine energy, causing the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you can throw yourself into a delirium that distracts nearby foes. As an action, you begin to babble wildly for up to 1 minute, causing all creatures within 30 feet who can hear you to have disadvantage on intelligence, wisom, and charisma saving throws. The noise also gives them disadvantage on perception checks that rely on hearing, and you gain resistance to psychic damage for the duration. While in this ecstasy, you cannot cast spells other than cantrips. you can end this state as a bonus action.