Warlock
Base Class: Warlock

Your pact is with a the Dungeon Master —a drunk God who loves beer and alcohol. The mystical nectar of the Gods was lost and spilled across the realms, however another can be made. Unlike other warlocks who wield eldritch power from afar, you the extension of the patron’s beer, striking alcoholism through explosions and profanity alike.

Level 3: Lager

You can summon the power of the Drunk God to mark your enemies and empower yourself through alcohol. You can use this ability a number of times equal to your Charisma modifier, and you regain all uses when you finish a Long Rest. The Lager requires concentration and is triggered upon hitting an enemy with a melee attack. The effects of the Lager are:

  • While maintaining concentration the opponent take 1d6 more damage from all attack.
  • Your magic attacks against the cursed target have an increase DC of 1.

You may only have one Lager active at a time using this feature.

Alcohol Poisoning

You have consumed so much alcohol that you can channel it directly into your magic. Whenever you damage an enemy using a spell, you can change the damage type to Acid, and it will ignore resistance to Acid damage if the enemy had that resistance.

Competitive Drinker

Your affinity for alcohol increases, making you and your Lager even more potent than ever before. You gain the following benefits:

  • When a creature makes an attack roll against you, you can use your reaction to impose a penalty to the roll equal to 1d8. You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses when you finish a Long Rest.
  • When a creature afflicted with your Lager drops to 0 hit points, you are invigorated by alcohol and regain hit points equal to your Warlock level + your Charisma modifier. Alternatively, you may choose to grant these hit points to an ally within 30 feet of you that you can see.

Blackout Drunk

You are constantly drunk out of your mind, bringing your Lager into its final form. Whenever you cast the Lager:

Either

  • You may target two creatures with the Lager at once.

Or

  • You may concentrate on another spell of your choice at the same time as the Lager.

Level 3: Drunk Reactions

Your alcoholism creates a paradox of sorts, where instead of your reactions being impaired while drunk, you are capable of quickly responding to various events on the battlefield in order to assist your allies. You gain a reaction to be used whenever necessary in combat, and you gain new reactions at levels 6, 9, 12, and 15. As usual, you can only use one reaction per turn.

Level 3 Reaction: If an ally rolls a natural 20, you can choose one other ally to gain an additional damage die on the next attack they land, as if they had gotten the natural 20.

Level 6 Reaction: If an enemy moves 40 or more feet on their turn, you can limit their movement speed to 10 feet until the end of their next turn.

Level 9 Reaction: If an ally takes damage, you can link that ally to another ally of your choice. The original ally takes 5d6 damage of the same type as the original attack, while the second ally takes the full damage of the original attack.

Level 12 Reaction: If an enemy buffs themselves, you can reduce that buff's duration to 1 turn if it was originally longer.

Level 15 Reaction: If an enemy inflicts a debuff onto one of your allies, you can duplicate the same debuff onto an enemy of your choice.