Base Class: Barbarian
Booze Barons are masters of combat who harness the unpredictable power of alcohol to enhance their fighting prowess. They live for the thrill of a risky brawl and are never seen without a flask of potent spirits by their side.
Liquid CouRage
At 3rd level, you gain the following features:
Flask of Spirits: You carry a special flask of strong spirits. As a bonus action, you can take a swig of alcohol from your flask, gaining temporary hit points equal to 2d6 + your Constitution modifier. These temporary hit points last for one minute. However, every time you use this feature, you must make a Constitution saving throw (DC 10 + half your character level rounded up) or become intoxicated and gain one level of exhaustion. (These levels stack with normal exhaustion)
Intoxication: While intoxicated, you have disadvantage on Dexterity saving throws and ranged or thrown attacks, but you gain advantage on Strength checks, Constitution saving throws, and melee attack rolls. Intoxication lasts for one minute or until you choose to end it as a bonus action. You can only have one dose of intoxication active at a time. While you are intoxicated in this way you do not suffer the effects of exhaustion unless you are at six levels of exhaustion, in which case you would die outright due to alcohol poisoning.
The levels of exhaustion gained this way can be reduced by resting. A short rest removes half(rounded down), whereas a long rest will remove all levels of exhaustion. Only levels of exhaustion gained from "Intoxication" are removed by this standard. Any levels gained outside of this feature, as pointed out by your DM/GM, will follow the Basic Rules (a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink).
Drunkard's Frenzy
Starting at 6th level, you can enter a Drunkard's Frenzy, allowing you to make even more attacks when you rage. When you use your Frenzy feature, you can make one additional attack as part of your Attack action for each level of exhaustion you gain due to intoxication.
Liquid Evasion
At 10th level, your intoxicated state grants you uncanny evasion. While intoxicated, you have resistance to all damage except psychic damage, to which you have vulnerability. Additionally, you can use your reaction to make a Dexterity saving throw against an attack or effect that would normally deal half damage on a successful save. If you succeed, you take no damage instead.
Reckless Revelry
At 14th level, you can embrace the full chaotic potential of your drunken fighting style. While intoxicated, when you use your Reckless Attack feature, you can choose to roll an additional d20 for your attack rolls (this is called the Mishap Die), giving you even greater chances to score critical hits. However, for each attack roll you make this way, the additional d20 is also affected by the Mishap table below.
Additionally, any levels of exhaustion gained by the "Intoxication" feature can be removed by a short rest.
Potential Mishaps:
- If you roll a 1 on the mishap die, your attack misses and you instead deal damage to yourself equal to your weapons damage.
- If you roll a 2 on the mishap die, you fall prone in your drunken revelry.
- If you roll a 3 on the mishap die, your intoxication hinders your movements temporarily. You gain the poisoned condition until the end of your next turn.
- If you roll a 20 on the mishap die, luck is on your side and the attack lands. You can choose to let the attack deal maximum damage, however you will take damage equal to half the damage dealt.
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