Base Class: Fighter
The champion of brands, the vestige of beer. The Bud Knight has come to 5e. His swordsmanship inspired by the drunken monks of years past, his shining blue armor, advertising his homemade ale. The Bud Knight is a once-in-a-generation type warrior, who will crack open a cold one with his allies and crack open an enemy a minute later. His beer steadies his comrades, and helps them to strike true, while also giving a boon to their sturdiness. His sword strikes can momentarily disrupt their nervous system with powerful alcoholic vapors, and his ability to summon a whirlwind of cans of cold and refreshing Bud Light™ can turn the tides of any battle. The Bud Knight will stand victorious!
This subclass is inspired by the class over at dandwiki.com of the same name and is not meant to be taken too seriously. However, I wanted to use a joke character for a one-shot I decided to run and wanted to make it viable.
Attack of Intoxication
Before making an attack roll, you can choose to have your weapon emit an intense alcoholic odor. On a hit, the attack will do normal damage, and the enemy will have to make a Constitution Saving Throw or be Stunned until the beginning of your next turn. Your Bud Light™ Save DC is calculated by 8 + your proficiency bonus + your con modifier. You can do this a number of times equal to your Proficiency bonus, and charges of this are regained on a short or long rest.
Hurricane of Bud Light™
At 7th level, you can use a bonus action to conjure a cloud that storms down cans of refreshing Bud Light™. It has a range of 90 feet, a radius of 30, and the area inside the radius is considered rough terrain. When this spell is cast, anyone standing inside this radius must roll a dexterity saving throw equal to your Bud Light™ Save DC, on a success, the recipient takes half damage, on a failure, the recipient takes 4d6 damage. Anyone who ends their turn inside the radius must do the same. This can only be used once per long rest.
The damage scales to 8d6 at 14th level, and 12d6 at 20th. No matter what level, it lasts for a minute and is concentration.
Beer Hardened
At level 7, your experience in handling Alcoholic Beverages has led your stomach to break its limits. You become immune to the poisoned condition (unless you want to be drunk), as well as gaining expertise in Con saving throws and proficiency in Athletics and Performance checks. If you already have proficiency in either, you gain expertise.
You also become resistant to Poison damage.
Extradimensional Chest of Cold Ones
Starting at 10th level, you feel a connection to the brand of Bud Light™ that nobody has ever felt before. CEO of Budweiser, Michel Doukeris, speaks to you personally. It is up to you to share this Light Lager with everyone you know. As an action you can summon a chest full of ice and 1d8+2 bottles of ice-cold Bud Light™. These bottles stay magical for an hour after being removed from the chest, but they lose their properties after. Consuming a bottle of ice-cold Bud Light™ gives the following bonuses:
- You gain 3d10+5 temporary hit points
- You gain advantage on attack rolls, saves, and ability checks for the next 18 seconds, but disadvantage on checks required to operate vehicles or mounts
- You cannot be frightened for the next 18 seconds, and drinking a bottle ends this status if already applied
- You gain resistance to Poison damage and immunity to the poisoned condition. This ends the condition if already applied
- Once a bottle is consumed, you cannot gain the properties of drinking one again for the next hour
After all the bottles have been removed, CEO Michel Doukeris calls back the chest, to resupply for another day. This feature can only be used once per long rest, but can be used twice at level 20.
Additional Fighting Style
At 15th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Make It Rain
At 18th level, as an action, you raise your weapon to the sky, and call down a gorgeous rain that heals your allies and damages your enemies. In a 120-foot sphere centered on yourself, the following things happen:
- Any ally (including yourself) heals for 1d10+5 HP, and they gain advantage on one ability check, save, or attack roll on their turn
- Any enemy takes 1d10+5 poison damage, and the Bud Knight determines what ability check, save, or attack roll they will have disadvantage on
- Any open-ended containers start to pool Bud Light™, making a nice container for a refreshing beer. No benefits, just good beer
This effect lasts for a minute, and is NOT concentration. It can be ended at any time by the Bud Knight
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Posted Oct 13, 2023It’s absolutely beautiful.