Drunken Strength. When rolling for damage, the drunkard rolls twice and takes the highest. When rolling max damage, or rolling a critical hit, the drunkard knocks it's target prone. Then the drunkard has to make a DC 10 Dexterity saving throw, or fall prone as well.
Drunken Agility. The drunkard has disadvantage on dexterity saving throws that it forces itself to make.
Drunken Swagger. The drunkard moves unpredictably, even to themselves. Attacks against the drunkard have a 6 point penalty. After every failed attack on the drunkard, the drunkard must make DC 7 Dexterity saving throw.
King of the Floor. When prone, the drunkard can still move, unless restrained. The Drunkard can also make a grab at a creatures ankles to try and drag them down, forcing the creature to make an contested athletics or acrobatics check against the drunkards athletics check. If the creature loses, it is pulled down onto the floor into a grapple with the drunkard. If it succeeds it breaks free of the drunkards grasp.
The Floor Looks Comfortable. The drunkard can use a bonus action, to try and get up from the floor. The drunkard must then make a DC 7 Dexterity saving throw, slipping and falling prone again on a failure.
Punch. Unarmed Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Grab. The drunkard can make an attempt at a grapple as a bonus action.
Description
At every tavern, there's the drunk who should have stopped at least 5 beers ago. Barely able to stand, they either become the comedic relief for the night or an aggressive menace. Fear not though, they're barely keeping themselves standing, so they shouldn't pose much of a threat. In theory at least.
Previous Versions
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10/21/2022 5:14:10 PM
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10/21/2022 5:17:44 PM
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