Sorcerer
Base Class: Sorcerer

In the annals of arcane lineage, the Drunkard Bloodline sorcerers emerged as a distinct and lively group. Their heritage traced back to legendary celebrations where the elation of the moment met the power of magic. Descendants of these revelers, these sorcerers embodied the spirit of wild festivities, forging a connection between the unpredictable effects of inebriation and their spellcasting. Through generations, they carried the legacy of those who reveled with unbridled joy and found magic in the midst of merriment. As they tapped into their ancestral connection, their magic became a manifestation of the chaotic and exuberant forces that shaped their lineage, intertwining the realms of magic and revelry into a vibrant tapestry of existence.

Inebriation Infusion

As a Drunkard Bloodline sorcerer, your connection to your alcoholic ancestors allows you to channel the effects of inebriation into your spells. Due to your similar exuberant nature, you gain access to the bard spell list. Additionally, when you cast a spell using a spell slot of 1st level or higher, you can choose to infuse it with a touch of drunken unpredictability. Roll a d4 and consult the following effects:

  1. Spell fizzles and has no effect.
  2. Spell's duration is halved (if applicable), but its effects are empowered. It is at the Dungeon Master’s discretion how the spell is empowered.
  3. Spell targets a random creature within range.
  4. Roll a d20, if the result is a 1, roll on the wild magic surge table

Celebration

Tapping into your bloodline's festive spirits, you partake in a shared drink costing 1 sp during a long rest, igniting a spectrum of revelry among your allies. The ensuing merriment influences the outcome of the celebration, as determined by a roll of a d6. The results range from 1 (an underwhelming experience) to 6 (an uproarious delight). The enjoyment dictates the magical effects, affecting both the range and potency of the revelrous benefits provided to you and your allies. But keep in mind, these bonuses last for only 1 hour:

  1. Slight Disappointment: No buffs granted. 
  2. Casual Merriment: Allies gain a minor temporary hit point bonus. (1d6 + their constitution modifier)
  3. Amiable Amusement: Allies' saving throws receive a modest enhancement. (1d4)
  4. Lively Jubilation: Allies enjoy increased movement speed and a bonus to attack rolls. (5ft and 1d4 respectively)
  5. Euphoric Festivity: Allies' damage rolls improve. (roll 2 dice for damage and take the higher roll)
  6. Unbridled Joy: Maximum benefits; allies' abilities and spellcasting surge with energy. (apply the benefits of all levels of celebration)

Once the revelry concludes, it requires a long rest to conjure the festive atmosphere anew, keeping the camaraderie alive.

Liquid Luck

You tap into the inebriated minds of your ancestors, granting you the ability to take a swig and manipulate luck itself. As a reaction, when you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can expend 2 sorcery points to roll a d4 + half your proficiency bonus (rounded up) and add or subtract the result from the roll. You can use this ability after seeing the initial roll but before the outcome is determined. 

In addition, if the altered roll exceeds 20 or falls below 1, regain 2 sorcery points.

Excessive Libations

Deeply attuned to your drunkard ancestors, you can tap into alcoholism’s unpredictable nature whenever you harness your sorcerous power. After spending a sorcery point to activate another sorcerer ability, roll a d6 and consult the Excessive Libations table to channel the unpredictable effects of inebriation into your magic. This surge of mystical alcohol-infused power manifests in a variety of ways:

  1. Liquid Fortitude: Your form becomes temporarily malleable, granting you resistance to all damage until the end of your next turn.
  2. Tipsy Teleportation: You can teleport up to 30 feet to an unoccupied space you can see. This movement doesn't provoke opportunity attacks.
  3. Ephemeral Euphoria: You emanate an aura of euphoria in a 20-foot radius. Allies in the aura have advantage on saving throws against being frightened or charmed, and enemies have disadvantage on attack rolls against you.
  4. Fluctuating Form: Your body shimmers and blurs, causing attacks against you to have disadvantage until the start of your next turn.
  5. Bacchanalian Barrier: A protective shield of shimmering spirits surrounds you, granting you resistance to all damage until the start of your next turn.
  6. Drunken Mirage: You become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they weren't there and granting you advantage on Dexterity (Acrobatics) checks to escape grapples or avoid being restrained.

Ascension of Inebriation

At the pinnacle of your power, you can achieve a transcendent state of revelry, enhancing both your physical and magical capabilities. Once per long rest, you can activate Ascension of Revelry as a bonus action. For 1 minute, you gain the following benefits:

  1. Your movement speed increases by 20 feet.
  2. Your spells ignore resistance and treat immunity as resistance.
  3. You gain 24 (4d8) temporary hit points.
  4. The extra d20 roll required after getting the 4th result of Inebriated Infusion is removed.
  5. When you roll on the Wild Magic Surge table, you can roll twice and choose which of the results to use.
  6. You can use your action to emit a euphoric burst, granting all allies within 30 feet temporary hit points equal to your sorcerer level plus your Constitution modifier at the start of their turns.

Comments

Posts Quoted:
Reply
Clear All Quotes