Sorcerer
Base Class: Sorcerer

Magic version of way of the drunken master

Level 3: Drunken Resilience

 With the practice of casting while drunk, you can better maintain your concentration.

 

When making a concentration check due to taking damage, the DC is now 10 minus your sorcerer level or half of hte damage, whichever is higher.

Level 3: Drunken Spells

When you reach a Sorcerer level specified in the Drunken Spells table, you thereafter always have the listed spells prepared.

(DND Beyond note: You will need to manually add these to your character as homebrew content cannot contain non-free content)

Draconic Spells
Sorcerer Level Spells
3 Suggestion, Arcane Vigor, Enhance Ability, Blur
5 Catnap, Tongues, Wall of Water
7 Watery Sphere, Charm Monster
9 Synaptic Static, Seeming

Level 6: Drunken Persistence

The obstinancy of drunkenness has taught you a valuable lesson on insisting your spells take effect.

If a creature or person succeeds on a saving throw against a spell you cast, you can spend sorcerer points equal to the spell's level and force them to fail.

This feature cannot overcome legendary resistance or another form of automatic success.

Level 14: Drunken Luck

Starting at 14th level, you always seem to get a lucky bounce at the right moment. When you make a D20 test and have disadvantage on the roll, you can spend 2 sorcery points to cancel the disadvantage for that roll.

Additionally, before you make a D20 test you can choose to spend 4 sorcery points and make it at advantage.

Level 18: Drunken Premonitions

You can cast Foresight once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it requires Concentration. If you do so, the spell’s casting time becomes 1 action for that casting.

Previous Versions

Name Date Modified Views Adds Version Actions
12/10/2024 9:39:26 PM
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