Base Class: Rogue
You’re much more effective when you’re under the influence of alcohol. After years of experimenting with the demon drink, you’ve discovered the best ways to utilise your knowledge to steal alcohol surreptitiously, damage your opponents, help your allies, and just generally be the life and soul of any party.
It was THIS big!
At 3rd level, your heroic tall tales and drunken stories are legendary. You become proficient in the Deception skill, because your lies are just so damned believable.
Lies are best told with a drink in hand, so at 3rd level you also gain a magical flask, filled with your favourite mead, that never needs to be refilled. (You can add the Boozehound's Flask from the Homebrew Magic Items list.)
Mage Hand Legerdemain
Starting at 3rd level, you learn the mage hand cantrip. When you cast this, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature. It's a good way to get rid of your empties.
- You can retrieve an object in a container worn or carried by another creature, epecially if it's alcohol of some sort.
- You can use thieves’ tools to pick locks on, say, drinks cabinets and wine cellars, and you can disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. If you're using this feature to steal alcohol, you can make the check with advantage.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Alcoholic Haze
Starting at 9th level, as an action, you can create an alcoholic haze in a 30-foot radius around you that can help to bolster your allies as they absorb it through their pores.
For 1 minute, the haze moves with you, centered on you. You can use a bonus action to cause one creature in the haze (including you) to gain 2d6 temporary hit points. If you take damage during this minute, you must make a Constitution saving throw where the DC equals 10 or half the damage you take, whichever number is higher. If you succeed, you manage to maintain the haze. If you fail, the haze ends.
You can use this feature once per long rest.
Reckless Confidence
Starting at 13th level, a swig from your flask gives you a sense of reckless, misplaced confidence whenever you find yourself in a fight.
You have advantage on initiative rolls as you try to barge your way to the front. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike because everyone thinks you know what you're doing; attack rolls against that target have advantage until the start of the next round.
Boozy Breath
Starting at 17th level, you have learned how to weaponise your booze-ladened breath.
As an action, you can produce a forceful exhalation of alcoholic fumes in a 15 ft. cone. Each creature within that cone must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) as it reels backwards in horror. On a failed save, a creature takes 2d8 force damage and 4d10 poison damage. On a success, a creature takes 2d8 force damage but no poison damage.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
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