Base Class: Paladin
A paladin under the Oath of Alcohol's goals lie within a tavern and drinking is second nature. Some skilled few can keep a consistent state of drunkenness and remain uninhibited.
"Tenets" of Alcoholism
Hit the Bottle: Keep the drinks coming.
Chug: Chug! Chug! Chug!
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Alcoholism Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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|
9th |
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13th |
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|
17th |
Do it yourself!
You gain proficiency with brewer's supplies.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Liquid Courage. As an action, your drunken fearlessness can become contagious. All allies within 30 feet of you gain a number of temporary hit points equal to twice your proficiency bonus and cannot be frightened until the beginning of your next turn. If an affected ally is frightened when you use this ability, they are no longer frightened.
Tipsy Tenacity. Your drunken stumbling can sometimes work out. When you make an ability check, attack roll, or saving throw you can instead roll a d20. On a 10 or above the roll is treated as a 20, on a 9 or below the roll is treated as a 1.
Aura of Intoxication
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on constitution saving throws and can’t be poisoned while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Wasted Waltz
Beginning at 15th level, you can move in sudden, swaying ways. You gain the following benefits.
Teeter. When you’re prone, you can stand up by using 5 feet of movement, rather than half your speed.
Totter. When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
(From Way of the Drunken Master)
Under the Table
At 20th level, as an action, you can take a heavy swig from your choice of holy alcoholic beverage. For 1 minute, you begin to stumble and sway in a hypnotic rhythm.
Whilst in this stupor you can double your dexterity modifier to your armor class, and if you're wearing heavy armor you add your dexterity modifier to your armor class.
In addition, for the duration, you have advantage on dexterity saving throws and ranged attacks against you are made with disadvantage as your swaying makes you harder to hit.
Once you use this feature, you can’t use it again until you finish a long rest.
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