Paladin
Base Class: Paladin

The Oath of the Drunkard is often taken by barkeeps of faith to preserve peace within their taverns by stopping confrontation before it begins. How do they do it? With the underlying magical properties of alcohol of course! If you have ever had an ale that has calmed you down, or seen a tavern with people peacefully singing songs. Chances are, the man or woman who served you your drink was a Drunkard Paladin. Usually, most paladins sworn under this oath don't stray very far from their bar, but sometimes, although very rarely, they leave their old work behind to discover new concoctions, and maybe help a few wayward souls along the way.

Channel Divinity

The Ale's Kiss. As an action, you imbue a bottle of alcohol with healing properties. When consumed, it can either

  • Heal hp equal to 1d4 plus the drinkers constitution modifier, or
  • Remove negative effects from the drinker outside of combat.

The bottle can be consumed as either an action for you, or a bonus action for an ally. If it hasn't been drunk within an hour of creation, the alcohol returns to normal and cannot be imbued with magical properties again until you finish a short or long rest. You can, however, imbue other bottles of alcohol with power.

Under the Influence. As an action, you can focus your energy onto a drunken entity and they must make a wisdom saving throw. If they fail, they are charmed by you for 5 turns, or until they succeed another wisdom saving throw, which they do once at the beginning of your turn.

 

Aura of Sobriety

Starting at 7th level, if you are conscious, any creatures of your choice, including yourself in a 30 foot radius of you is immune to the normal negative effects of alcohol (Check with your DM to see what said effects are.), and gain resistance to non-magical damage when they would be drunk. As a trade off, you are slowed to half your movement speed while this is active. At 18th level, anyone who drinks alcohol within that radius becomes pacified.

Drunken Truth

At 15th level, anyone under the effects of alcohol are under the effects of "Zone of Truth" when speaking to you.

The Holy "Spirit"

At 20th level, as an action, you can create a feeling of a lively tavern in up to 5 targets. They become drunk and are pacified. You can use other class features on said targets just as if they were under the actual effects of alcohol. If they take damage, or succeed a wisdom saving throw, they snap out of it, but are charmed for the next 3 turns. You can not use this feature again until you complete a long rest

Previous Versions

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11/9/2021 2:09:35 AM
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