Base Class: Druid
To many, alcoholism is a problem. But to you, it's a question, and the answer is yes. Perhaps because of your near constant drunkenness or incredible natural fortitude, you are able to down ridiculous amounts of alcohol, and even reap some benefits from it.
Brewmaster
When you choose this subclass at 2nd level, you gain proficiency with Brewer's Supplies. If you already have proficiency or gain proficiency from another source, add twice your proficiency bonus to rolls using Brewer's Supplies.
Over the course of an hour, you can harvest brewing material from nature. You collect an amount of brewing material, such as grains, hops, etc. in lbs. equal to your proficiency bonus. These materials ferment over the course of 2 weeks, at which point you can turn then into alcohol.
Moonshine: Using your Brewer's Supplies, you can concoct the pinnacle of all drinks: Moonshine. Over the course of an hour, which can coincide with a short rest, you can expend up to 10 lbs. of fermented brewing material to create half that number of doses of Moonshine. One dose of Moonshine can be consumed using a Bonus Action. After drinking, a creature gains 2d12 temporary hit points, but after every 10 minutes, the creature must make a Constitution saving throw (DC12), becoming poisoned and taking 1d6 poison damage on a failure. These effects last for 1 hour.
Advanced Alcoholic
Your bloodstream often has more alcohol in it than most beer, and though you may suffer consequences from it, you do also gain some benefits. Starting at 2nd level, when you're under the effects of Moonshine or any other alcoholic beverage of substantial concentration, you gain the following effects:
- Whenever a creature hits you or you hit a creature with a bite attack, the creature becomes poisoned for 1 minute.
- You have advantage on Charisma saving throws.
- You cannot be frightened.
- You reduce any bludgeoning damage you take by your proficiency bonus.
Overhang Savant
Starting at 6th level, shortly before you take a long rest, if you consumed Moonshine or were otherwise drunk, you wake up with a heightened skill in a certain area, as well as a beating headache. You add twice your proficiency bonus to a skill of your choice until you take a long rest, but are also poisoned for the first 1d6 hours after waking up.
Master Alcoholic
Your body the brush, your alcohol the paint, and your enemies the canvas. You've begun to perfect the art of drunken combat. Starting at 10th level, when you're under the effects of Moonshine or any other alcoholic beverage of substantial concentration, you gain the following effects:
- Being to drunk to die, if you have more than 1 hit point and would be reduced to zero hit points, you are instead reduced to 1 hit point.
- Your spells cannot be counter-spelled, as nobody can understand what you're saying in your drunken speech.
- Did you have this spell prepared? You forgot. You can attempt to cast spells that you know, but don't have prepared at the moment. To do so, you must first succeed on an arcana check with a DC equal to 10 + the spell's level. If you fail, you lose the spell slot you were attempting to use.
Autointoxication
At 14th level, you've discovered how to create moonshine within yourself when you use your wild shape ability. When you enter or exit an animal form, you can choose to gain the effects of Moonshine as if you had just consumed a dose.
Additionally, due to the near constant levels of alcohol in your system, you are immune to disease, and have resistance to poison damage.
Previous Versions
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9/9/2024 1:10:35 AM
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