
Because of your average use of alcoholic beverages, you gain specials ups and bonuses, while others gain dizziness, and weakness.
At 1st level, when drinking over three bottles of any alcoholic beverage, you gain a resistance to being drunk, if you will it, allowing you to gain control of your mind for the most part. While drunk you also receive these buff and de-buffs for the amount of stuff drank. (Drunkenness' lasts 8 turns, or however long your DM wants when not in combat):
- Because of your constant use of acholic beverages, you gain resistance to drunkenness
- You can will yourself to resist the effect of drunkenness', rolling a CON d20 die. You also are immune to the Charm and Frighten effects while drunk.
- Homebrewer: You gain proficiency with Brewer's Supplies
At 4th level, your drunkenness' becomes more of a hinderance, and a weapon, allowing you to go through Drunken Rages, boosting you.
- You can will yourself to resist the effect of drunkenness', rolling a CON d20 die. You also are immune to the Charm and Frighten effects while drunk.
- Drunken Rage: When in a Drunken Rage, you gain a +1 to all strength checks and melee damage, but a -3 to all Intelligence related checks, and all perception checks. You also gain the ability to deal 2d4 damage on Unarmed Strikes.
- Drunkards' Flask You always start with a Flask filled with alcohol
- When in a Drunken Rage, you always attack the enemy closest to you
At the 8th level, you have become a master of being drunk, and are capable of doing almost magical things while drunk.
- Expert Drinker: You can tell if a drink is good or bad just by look or smell, and can determine if its poisoned or tampered with. Nothing escapes your skill with drinks.
- Drunken Rage Buff: While in a Drunken Rage, you gain a +2 to strength check and melee damage, keeping the regular Perception/Intelligence de-buff, but also gaining the ability to throw up near or on a target. If its used on a sentient creature, with enough brain size, it will have to do a CON d20 roll and a 1d4 damage roll which it can escape if it rolls high enough. Rolling low on a CON save if barfed on, will cause you to lose a turn.
- Alcoholic Resistance: When rolling to resist being drunk, you gain a +2 for CON

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