Due to some alcohol related event in your youth, your blood runs with the mysterious power of aged drink. Perhaps you come from a long line of drunkards. Maybe you were born in a wine cellar. Perhaps you are a distant descendant of a god of wine. Whatever the case is, the power of alcohol is yours to wield.
Tavern Sense
Starting at 1st level, your blood runs deep with a literal cocktail of different chemicals which probably shouldn't be there, attuning yourself to the great tavern of the cosmos. You gain the following effects:
You have an uncanny knack for finding taverns and other businesses in the getting people drunk industry. You innately know in what direction the nearest tavern is, given that there is one within 5 miles.
You know the word "beer" in every language, a convenience in foreign taverns.
Alcohol Assault
Starting at 2nd level, alcohol spills forth from your fingertips, manifesting as a potent Alcohol Assault. This spell is functionally similar to the Acid Splash cantrip, with the following differences:
The spell takes the form of an ethereal bottle of liquor
The spell requires only somatic components
The spells damage increases in damage at 3rd level (2d6) 8th level (3d6) and 15th level (4d6)
Mixers
Also at 2nd level, your booze soaked bloodline allows you to sculpt your alcohol assault into many forms of your choosing. You gain access to a number of "Booze Points" equal to double your sorcery points. These points can be spent in the casting of your alcohol assault, altering it in many ways. You regain these points during a long rest as you would sorcery points. These mixers cannot be combined unless otherwise stated.
Here are the following Mixers which you may add to your alcohol assault. The number in parentheses is the booze point cost. You may only have access to two per level at any given time, but can switch Mixers out for others in their level during a long rest.
2nd Level
Spirits (1) The damage type changes from acid to necrotic.
Molotov Cocktail (1) The damage type becomes fire, and all flammable objects not being worn or carried are ignited.
Shot glass (1) The range is doubled, but the spell can only hit 1 creature.
6th Level
Vodka (3) The spell does no damage, and instead of a dexterity saving throw, a creature hit by the spell must succeed a constitution saving throw. If this creature has immunity to fire damage, it becomes fire resistance until the end of that creatures next turn. If this creature has fire resistance, they lose it for the same duration. This only pertains to "natural" fire resistances and immunities, such as that of a red dragon, and not for outside effects such as a ring of fire resistance. A creature can only be affected by one instance of this effect at a time.
Chaser (3) If the creature fails the saving throw and takes the damage, force them to make another saving throw or take additional acid damage equal to half of the original damage, rounded down. If there are more than one creatures hit by the same spell, you choose one creature affected by this effect.
Salt on the rim (2) If the creature has taken at least (10 - your charisma modifier, minimum 1) slashing damage in the last round, they take an additional 1d6 acid damage.
Shaken (2) Requires an action to ready, and an action to cast. Has a radius of 20 feet, and forces everyone in the radius to make the saving throw or take thunder damage instead of acid.
Just hit em' with the bottle (1) The spell becomes a melee spell attack, dealing the damage as slashing on a hit instead of a saving throw.
13th Level
Dirty (3) Forces the creature to make a constitution saving throw or be poisoned for 1 round. Also, the damage type becomes poison.
Neat (2) The spell deals the average damage, and ignores bonuses to dexterity for the saving throw.
On the rocks (2) Deals ice damage instead of acid, reduces a creatures speed by 25% rounded down on a failed save, the reduction lasting until that creature takes fire damage greater than your spellcasting modifier (minimum 1), or until the end of their next turn. A creature cannot have their speed reduced more than once at a time.
Bloody Mary (4) Deals damage as normal, also deals slashing damage equal to your charisma modifier for 1d4 rounds, or until that creature is healed a number of hit points equal to half the initial damage.
17th Level
Bitters (1)The spell deals half damage on a successful save, rounded up.
Free pour (8) The damage is doubled, but if either creature rolls an even number on their save against the spell (not including bonuses) A spillover occurs, dealing 1d6 acid damage to you and treating that creature as successfully saving against the spell.
Dark and Stormy (10) Darkness is cast centered on the point where the spell lands. Creatures that fail the save have their dark vision reduced by your spellcasting modifier X 5, to a minimum of 10 feet. This lasts for 1d6 (+ your spellcasting modifier) rounds.
Water to Wine
Starting at 6th level, your body radiates alcohol, seeping into everything you touch. You may expend 2 sorcery points (or 4 booze points) to transform one container of non-magical liquid, such as distilled water, molten rock, or even other alcohol, into wine. You can choose to transform a specific container or mass of liquid through touch, or target all liquid in a 10 foot radius that you can see, given that the combined liquid does not exceed 30 gallons. You may do this once per long rest.
Drunk With Power
At level 18, you can channel an intoxicated delirium, granting you power in exchange for a couple neurons. You may expend 20 booze points in order to channel this power, allowing you to cast one spell of your choice below 9th level without a spell slot or material components. However, after you do so, you must succeed on a DC (10 + the spells level) constitution saving throw or suffer one of the below effects, decided by the roll of a 1d8.
You immediately cast your alcohol assault as a free action at the nearest creature. If there is no creature within range, you target yourself.
On your next turn, you meander in a random direction for five feet, and must succeed on a DC 15 dexterity saving throw or be knocked prone.
You spend your next turn using the dash action to move headfirst into the nearest blunt object/wall. If there is none, you faceplant and are knocked prone.
You cannot regain hit points until the end of your next turn.
Your speech is too slurred to cast spells with verbal components until the end of your next turn.
Your liver takes a fatal blow. You automatically fail any saving throw against becoming poisoned, and are vulnerable to poison damage. You can make the saving throw again at the start of my next turn
You throw up on your next turn, and have disadvantage on all attack rolls or ability checks on your next turn.
You take 2d12 poison damage and cannot regain hit points on your next turn.
Basing the entire subclass around a mediocre cantrip seems like a poor decision. After about level 5, most full casters are casting levelled spells on most of their turns they aren't using cantrips anymore which makes nearly all the features of this subclass obsolete. If you want to make a class designed around a cantrip, I'd suggest making it for Warlock instead because their limited spell slots mean they are much more likely to be casting cantrips in combat.
That could actually work flavorfully as a “sin of gluttony” mark.
”Getting people drunk industry”? Also, there’s more kinda of alcohol than just beer. Maybe call it a mixer’s cant where you know all of the mixed drinks and ingredient slang in every language.
not sure what you’ll do about booze points without sorcery points, but I’m sure you can come up with something.
switching mixers could be hard to track in Dnd. Oh well.
Due to some alcohol related event in your youth, your blood runs with the mysterious power of aged drink. Perhaps you come from a long line of drunkards. Maybe you were born in a wine cellar. Perhaps you are a distant descendant of a god of wine. Whatever the case is, the power of alcohol is yours to wield.
Tavern Sense
Starting at 1st level, your blood runs deep with a literal cocktail of different chemicals which probably shouldn't be there, attuning yourself to the great tavern of the cosmos. You gain the following effects:
You have an uncanny knack for finding taverns and other businesses in the getting people drunk industry. You innately know in what direction the nearest tavern is, given that there is one within 5 miles.
You know the word "beer" in every language, a convenience in foreign taverns.
Alcohol Assault
Starting at 2nd level, alcohol spills forth from your fingertips, manifesting as a potent Alcohol Assault. This spell is functionally similar to the Acid Splash cantrip, with the following differences:
Mixers
Also at 2nd level, your booze soaked bloodline allows you to sculpt your alcohol assault into many forms of your choosing. You gain access to a number of "Booze Points" equal to double your sorcery points. These points can be spent in the casting of your alcohol assault, altering it in many ways. You regain these points during a long rest as you would sorcery points. These mixers cannot be combined unless otherwise stated.
Here are the following Mixers which you may add to your alcohol assault. The number in parentheses is the booze point cost. You may only have access to two per level at any given time, but can switch Mixers out for others in their level during a long rest.
2nd Level
6th Level
13th Level
17th Level
Water to Wine
Starting at 6th level, your body radiates alcohol, seeping into everything you touch. You may expend 2 sorcery points (or 4 booze points) to transform one container of non-magical liquid, such as distilled water, molten rock, or even other alcohol, into wine. You can choose to transform a specific container or mass of liquid through touch, or target all liquid in a 10 foot radius that you can see, given that the combined liquid does not exceed 30 gallons. You may do this once per long rest.
Drunk With Power
At level 18, you can channel an intoxicated delirium, granting you power in exchange for a couple neurons. You may expend 20 booze points in order to channel this power, allowing you to cast one spell of your choice below 9th level without a spell slot or material components. However, after you do so, you must succeed on a DC (10 + the spells level) constitution saving throw or suffer one of the below effects, decided by the roll of a 1d8.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
Basing the entire subclass around a mediocre cantrip seems like a poor decision. After about level 5, most full casters are casting levelled spells on most of their turns they aren't using cantrips anymore which makes nearly all the features of this subclass obsolete. If you want to make a class designed around a cantrip, I'd suggest making it for Warlock instead because their limited spell slots mean they are much more likely to be casting cantrips in combat.
That could actually work flavorfully as a “sin of gluttony” mark.
”Getting people drunk industry”? Also, there’s more kinda of alcohol than just beer. Maybe call it a mixer’s cant where you know all of the mixed drinks and ingredient slang in every language.
not sure what you’ll do about booze points without sorcery points, but I’m sure you can come up with something.
switching mixers could be hard to track in Dnd. Oh well.
Sorry i can’t be of more help.
Another option would be Artificer. It would fit right in as a better version of an Alchemist.