
Everybody has had a little bit of alcohol here and there; some hate it, some love it. Some love the high from it, while others hate being drunk. One thing people can agree on is hangovers are not fun. However, for you, a hangover is a mere milestone, a mere nuisance in your pursuit of The Way of the Drunken Fist. You have mastered the unpredictable and chaotic art of the Drunken Fist, gaining more power and abilities the more alcohol you consume. The effects of this feat last for 1 hour per drink consumed. After the effects wear off, you suffer one level of exhaustion for every 3 drinks consumed. Once you take the first drink, you have disadvantage on all Wisdom, Intelligence, and Charisma saving throws.
**Alcohol Consumption Chart:**
- 20% filled glass of distilled spirits (e.g., whiskey, rum) = 1 drink
- 1 pint of beer = 1 drink
- Half a glass of wine = 1 drink
Each drink you consume grants you additional abilities, up to a maximum of 12 drinks. For each level of drink, you suffer a penalty to Intelligence, Wisdom, and Charisma saving throws as follows:
- **1 Drink:** -1 penalty
- **2 Drinks:** -2 penalty
- **3 Drinks:** -3 penalty
- **4 Drinks:** -4 penalty
- **5 Drinks:** -5 penalty
- **6 Drinks:** -6 penalty
- **7 Drinks:** -7 penalty
- **8 Drinks:** -8 penalty
- **9 Drinks:** -9 penalty
- **10 Drinks:** -10 penalty
- **11 Drinks:** -11 penalty
- **12 Drinks:** -12 penalty
**1 Drink:**
1. **Unpredictable Movement:** You can use your reaction to impose disadvantage on an attack roll made against you. You can use this feature once per drink consumed, regaining all uses after finishing a long rest.
2. **Drunken Dodge:** You gain a +1 bonus to your AC and Dexterity saving throws.
**2 Drinks:**
1. **Chaotic Strikes:** Once on each of your turns, you can cause an attack roll you make to have advantage.
2. **Drunken Resilience:** You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
**3 Drinks:**
1. **Drunken Frenzy:** When you take the Attack action on your turn, you can make one additional unarmed strike as a bonus action.
2. **Evasive Maneuver:** When you are hit by an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks.
**4 Drinks:**
1. **Erratic Movement:** Your movement speed increases by 10 feet.
2. **Dizzying Blows:** When you hit a creature with an unarmed strike, it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
**5 Drinks:**
1. **Improved Chaotic Strikes:** If you have advantage on an attack roll and hit, you deal additional damage equal to your Dexterity modifier.
2. **Improved Drunken Dodge:** You gain an additional +1 bonus to your AC and Dexterity saving throws.
**6 Drinks:**
1. **Reckless Abandon:** You can choose to gain advantage on all attack rolls you make until the end of your turn, but attack rolls against you have advantage until your next turn.
2. **Drunken Momentum:** When you take the Dash action, you can move through the space of any creature, and the creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
3. **Drunken Flurry:** As a bonus action, you can make two unarmed strikes or two attacks with a finesse weapon (such as a rapier or dagger) against a creature within your reach. You can use this feature once every 6 turns.
**7 Drinks:**
1. **Confounding Strikes:** When you hit a creature with an unarmed strike, it has disadvantage on the next attack roll it makes before the end of its next turn.
2. **Slippery Stance:** You have advantage on checks and saving throws to avoid being grappled or restrained.
**8 Drinks:**
1. **Unpredictable Assault:** As a bonus action, you can teleport up to 10 feet to an unoccupied space you can see.
2. **Drunken Determination:** You have advantage on Constitution saving throws to maintain concentration on a spell.
**9 Drinks:**
1. **Wild Swings:** Your critical hit range with unarmed strikes increases by 1 (e.g., a 19-20 on a d20 is a critical hit).
2. **Tenacious Fortitude:** You gain temporary hit points equal to your Dexterity modifier at the start of each of your turns.
**10 Drinks:**
1. **Master Drunken Fist:** You gain immunity to the poisoned condition and poison damage.
2. **Unstoppable Frenzy:** When you reduce a creature to 0 hit points with an unarmed strike, you can immediately make another unarmed strike as a bonus action.
**11 Drinks:**
1. **Epic Drunken Focus:** You can reroll a failed saving throw against being charmed or frightened. You must finish a short or long rest before using this feature again.
**12 Drinks:**
1. **Legendary Drunken State:** Once per long rest, you can enter a legendary drunken state for 1 minute. During this time, you have advantage on attack rolls, saving throws, and ability checks.
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