Due to how much trouble you make during your tavern runs you've mastered the art of being a drunk. With this feat, you must consume at least one highly alcoholic drink (above 30%) daily. If you fail to drink at least once daily you must throw a CON (DC 17) saving throw or risk-averse effects (decided by the DM). These effects can range from disadvantages to full-blown debuffs.
Dumb Resistance:
After consuming one bottle of alcohol, you may choose to reduce an enemy attack by 1d4 as a reaction.
Dumb Luck:
After consuming three bottles of alcohol, you may choose to "stumble" out of a physical attack's range (Works like a doge).
The drunkards advantage:
After consuming five bottles of alcohol, you may choose to roll advantage on a Charisma skill throw.
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