
"Through the whispers and chatting, you'll always hear him coming, the tieffling whose been in one too many bar fights and whose horn hangs off the side. The dragonborn whose scales have fallen out and seems to smell of fermenting wine in their own blood. Of course, don't be too fast to judge our beloved drunk, they can get a party started no matter the crowd and have gossip on just about everyone you can ask about. Despite the slow movements of the Town drunk, they are innately high in their reaction speeds and almost seem to flourish in combat as long as a pint of ale is out."
- Skill Proficiencies: Start off with three from History, Persuasion, Perception, Acrobatics, and the Athletics skills.
- Tool Proficiencies: Ale Making kit, Random Weapons Kit
- Languages: Common, Native language (racial may have one option)
- Equipment: Favorite Tankard, Commoners Clothes
While in a crowded area, you can eavesdrop on a conversation between any selected group within 60 ft. of you. You can also read lips in a semi-crowded room, or in a one on one space as long as you can see the creature's whose lips you read and who's language you speak.
Suggested Characteristics
When playing a Town Drunk, you most likely want a creature who can easily be charismatic and either high in their dexterity or their strength. It is also suggested that they have an intelligence with a +1 proficiency or greater and a low constitution. Playing any high constitution characters can affect the out come of the daily "Drunkard" feat.
Each day, you may roll one d4. If it lands on a 2 or 4, you have most of your senses still about you, meaning you have advantage on Wisdom checks and saving throws for the day. If on a 1 or 3, you are far too drunk to comprehend and have disadvantage on all Charisma checks and saving throws.

Comments