Fighter
Base Class: Fighter

A life lived stumbling from one tavern to the next looking for a good fight has made you a rough individual. You rely only on your fists and fortitude in a fight, you have no need for axes or blades when you have your bare knuckles always at the ready.

States on Inebriation: Your constant intoxication has levied you some benefits as well as some drawbacks.

Sober: Sobriety is not a state you are used to or comfortable with. You have disadvantage on all attack rolls.

Tipsy: This is your minimum preferred state of intoxication. You gain no benefit or penalty. (costs an average of 5 CP a day)

Drunk: While drunk you are at your best. While drunk you have +1 to hit and +1 to all unarmed damage rolls, you do however have disadvantage on all wisdom saving throws. (costs an average of 1 SP a day)

Plastered: This is usually reserved for your last stand. While plastered you have +2 to hit and +2 to all unarmed damage rolls. You have disadvantage on all wisdom saving throws. Whenever you make an unarmed attack roll, if there is more than one creature within melee range of you, differ to your DM as to how you should go about choosing which target you will make a strike against. (costs an average of 2 SP a day)

 

Bare Knuckles

Starting at 3rd level, you’re able to strike with your fists using especially brutal force. Whenever you hit with a unarmed strike and deal damage, the attack damage increases by an amount based on your level in this class, as shown on the Tavern Brawler Bonus Damage table. Your unarmed strikes also scale with your level increasing at the same levels and by the same amount of damage as the bonus. 1d4 at 3rd level, 1d6 at 10th level, 1d8 at 16th level and 1d10 at 20th level.

LEVEL DICE DESCRIPTION
3
1d4
Bonus Damage
10
1d6
Bonus Damage
16
1d8
Bonus Damage
20
1d10
Bonus Damage

Drunken Deftness

Beginning at 7th level, your near constant drunkenness gives you an uncanny ability to dodge and parry attacks that others would be unable to avoid.

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Drunken Fury

At 10th level, your drunken fortitude and constant lifestyle of inebriated fighting allows you to turn a missed strike into an opportunity to inflict pain. Once on each of your turns when you miss with an unarmed attack, you can make another unarmed attack as part of the same action.

Disorienting Critical

Starting at 15th level, your Drunkards Punch scores a critical hit on a roll of 19–20. When you score a critical hit with a Drunkards Punch, you gain a bonus to that attacks damage roll equal to 1/2 of your level in this class rounded down. The target must also succeed on a CON saving throw or be stunned until the start of your next turn.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. 

After being struck by an opponent you may use your reaction to retaliate with a Drunkards Punch.

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