Cleric: Stew Domain

The Stew domain focuses on nourishment the fundamental energy that sustains all life. The stew promotes vitality and health through healing the sick and wounded, caring for those in need, and driving away the rot.

Clerics of the Stew Domain are split evenly all across the board with their worship, as stews might be full of spices, or fresh ingredients.

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Slow Cooking
Starting at 1st level, you are able to channel your nourishing abilities in order to heal your allies through dedicated recipes. You can ritually cast spells that would cause your allies to regain hitpoints, regardless of if they have the ritual tag or not.

Channel Gastronomy: Empowering Stew
Starting at 2nd level, during a short rest you can prepare a meal for up to 10 creatures. While preparing the meal, choose one of the following effects. Those who partake in the meal receive said effect.
 * Remove one level of Exhaustion.
 * Receive Inspiration (1d4) which lasts one hour.
 * Add the Spellcasting Ability of the cook to any one hit die roll until the next short or long rest.

Nourishing stew
Starting at 6th level, You can interpose a wall of stew between an ally and an attacking enemy. When a creature you can see within 30 feet of you is attacked, you can use your reaction to give the target temporary hit points equal to your cleric level + your wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Stewed 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.

Supreme Stew
Starting at 17th level, your mastery of stews has reached a level where simply eating your food puts a spring in people's steps.

During a short rest you cook a mighty stew, after eating a meal you prepared while being within 30 feet of you, a creature has its movement speed increased by 10 feet, treats its exhaustion level as it was one lower, it is cured of all diseases and poison, becomes immune to poison, and regains 2d10 hit points. A creature can’t benefit from this effect again until it finishes a long rest.