You may use a bonus action to quickly indulge in an alcoholic beverage of your choice. The immediate effects of your inebriation imbue you with Drunken Master's Resolve, and lasts for 10 turns. You may use this feature a number of times equal to your proficiency bonus per long rest.
Drunken Master's Resolve: (Additional Wondrous item required)
+1 to Armor Class, +2 Constitution. -2 Intelligence
+ Graceful Intoxication: Your drunkenness has made you quite the unpredictable adversary. Once per turn, when attacked, you can use your reaction to roll a 1d4, and add the resulting number to your armor class for the inciting attack only. If this new roll would cause the attack to miss, you may attempt a single unarmed strike in retaliation.
Once 10 turns have elapsed, you become wracked with symptoms of intense withdrawal. You must roll a DC 6 + 2 x (The number of times you have used this ability since the last long rest; Minimum of 1) Constitution Saving Throw.
On a failed save, you take 1d6 + (1d6 per drink since last long rest; Minimum 2d6) poison damage and suffer a -6 penalty to all skill checks and initiative rolls. On a successful save, this penalty is halved and you take no damage.
The effects of this withdrawal last up until the next short or long rest. Or until Drunken Master's Resolve is reapplied with an additional beverage.
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