Fighter
Base Class: Fighter

the short description

Liquid Courage

Beginning when you choose this archetype at 3rd level, you gain liquid courage dice equal to your prof bonus, these dice are d6s. you can expend these d6s for different things. you regain all liquid courage dice on a short rest. this improves to d8s at level 17

Drunken Rage - can expend and add any number of liquid courage dice to your damage upon hitting an attack.

Drunken Armor - you can as a reaction to being hit by an attack expend one liquid courage dice to raise your AC by a roll of your liquid courage dice. or alternatively if you were hit by a crit you can expend two dice to cause it to be a regular hit instead.

Drunken Haste - as a bonus action you can use a liquid courage dice and increase your movement for the round equal to one roll x5 ft

Drunken Resilience - you can expend 2 liquid courage dice to end one condition afflicting yourself. (alternatively you can expend 3 to cure one condition of an ally within 10ft) (this is a bonus action)

Drunkard Rally - you can give creatures all creatures of your choice a bonus to their next saving throw equal to one roll of your liquid courage dice (this is a reaction)

Quick Swig

Starting at 7th level, when you take damage you can use your reaction to gain resistance to that damage type and one other of choice for until the end of your next turn. you can use this feature a number of times equal to half your prof bonus (rounded up). if you are out of uses you may expend one liquid courage dice to gain one additional use

Drunks Miasmic Breath

At 10th level, you can as an action let out a tremendous burp in a 15ft cone in front of you. creatures in this burp must make a Con saving throw or be stunned for one round (paralyzed for 1 round if fails by more than 5). and is poisoned for 1 minute. the DC of this ability is equal to (8+prof+str or dex mod). you can use this ability once per long rest, or you can expend 4 liquid courage dice regain one use.

Everyone Needs A Drink

Starting at 15th level, if you are out of liquid courage dice when you enter combat, you regain 2 liquid courage dice

Heated Blood

At 18th level, while you are above half hitpoints your alcohol fuels you. while above half hitpoints you regain Con mod hitpoints each round at the start of your turn. while below half hitpoints when a creature hits you while within melee range they take 2d6+con mod fire damage. 

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