At 3rd Level your iron constitution allows you to ignore any hindering effects of consuming alcohol. As a bonus action you may consume alcohol. While Drunk:
Tier 1: Advantage on Chrisma Checks and Attack rolls. Disadvantage on Wisdom Checks.
Tier 2: Enemies are unable to make attacks of opportunity against you; your movement increases by 10ft. At the End of your turn make a DC 10 Constitution Saving Throw or fall prone and lose a Tier of Drunk.
Tier 3: Gain an additional attack when taking the attack action or flurry of blows action on your turn can only gain the effect of the extra attack once per turn. At the End of your turn make a DC 15 Constitution Saving Throw or fall prone and lose a Tier of Drunk.
Tier 4: Your melee attacks deal extra damage equal to one roll of your martial arts die; the extra damage’s type is the same as the weapon's type. At the End of your turn make a DC 20 Constitution Saving Throw or fall prone and lose a Tier of Drunk.
Tier 5: Gain an additional Turn after this one. At the end of your next turn, you suffer the effects of the stunned condition for 1 turn and reset to Tier 1 of Drunk.
You progress through the tiers by drinking alcohol.
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