The Alchemy Domain

In my PUG there is a dundorin who knows everything...well, he thinks he does, and although from a power point of view it's not the best idea, he is levelling up from a roleplaying point of view, dipping into various classes to back up his ridiculous claims. This same character has a potion addiction, hoarding them when they are needed, and often drinking them when they are not.

It is probably not surprising then to learn that that Ghaerduun Goddess Dhemiir - Goddess of brewers and alchemists - has taken an interest in him, and that last time they levelled, having raised his Wisdom to the preqrequisite, he has become one of her faithful.

So, a potion obsessed dundorin and an alchemical Goddess...not a good match with the domains out there...


The Alchemy Domain

Alchemy Domain Spells

Cleric Level Spells
1st Create or Destroy Water, Goodberry
3rd Creeping Cold**, Solute Sending
5th Acid breath**, Magnetism**
7th Blood Mantle**, Burning Blood**
9th Transmute Rock, Greater Water to Poison*

Level 1: You gain Proficiency with one of either Alchemist’s Supplies or Brewers Supplies, and one of either Herbalism Kit or Poisoner’s Kit.

Alchemical Attunement: When you use a Potion, you gain Temporary Hit Points equal to your Proficiency Bonus.

Level 2: Channel Divinity: Potion Mastery: When you use a potion, you may expend one use of your Channel Divinity to create one of the following effects.

* Duration of the Potion is Doubled
* Number of Hit Points restored by the Potion is Doubled
* An adjacent ally also gains the benefits of the Potion

Rapid Alchemy: At level 6 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon or rare Potion or Alchemical Item. The created item works as normal, but reverts to its mundane form if not used within 1 minute of it being created.

Alchemy Infusion: At 8th level, you gain the ability to infuse your weapon strikes with alchemical 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 acid, fire, lightning or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Alchemy: At level 17 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon, rare or very rare Potion or Alchemical Item. The created item lasts 24 hours before reverting. Furthermore, when you consume a potion you gain temporary hit points equal to your Cleric Level + Proficiency Bonus, and gain Resistance to one of the following energy types for 1 minute (your choice); Acid, Fire, Cold, Lightning, Poison.