Base Class: Barbarian
Those who walk the Path of the Drunken Buccaneer have discovered a strange truth of the seas: sometimes the most dangerous fighters are the ones who can barely stand. These barbarians channel their fury through rum-soaked bravado, staggering footwork, and chaotic momentum. What appears to be sloppy drunkenness is actually a wild, instinctive battle style that keeps enemies guessing and turns every wobble into a sudden burst of violence.
During combat, Drunken Buccaneers weave, dip, and sway like a ship in stormy waters, letting blows slide past them while responding with unpredictable strikes. Their laughter rings across the battlefield, half-mad and wholly fearless, as they reel forward with tankard in hand and chaos in their wake. Whether aboard a rocking deck or in a dusty tavern brawl, these barbarians embrace the freedom of inebriation—fighting harder and hitting wilder the more the world tilts around them.
Level 3: Bonus Proficiencies
When you take the plunge of the drunken warlord that you are on the road to becoming, you gain proficiency in the Performance skill if you don't already have it, you also have advantage on Intimidation checks but disadvantage on persuasion checks due to your slurred words, you are proficent with brewer's suppliesif you don't already have it, and lastly you no longer can fail con saving throws if it's alcohol based
Level 3: Hardly walking
At 3rd Level you begin to embrace rum and rage, you can enter Drunken rage, while in drunken range, your ac incrases by 2 for the duration of the rage, since you can hardly stand, thus making you hard to hit, Additionally you can use, dash, disengage, and the jump action as a bonus action, that consumes no movement. Lastly you have double advantage on improvised weapon when tossing anything container of alcohol or any furniture you would find in a bar
Level 6: Untamed thought process
Starting at 6th level, you gain a exclusive insight about combat only you have the ability to learn the mastery of, you gain the following.
Play Dead: you can use your action to fake being prone, if any enemy walks by you or attacks you, they are surprised, have disadvantage on the attack roll and you, leap up with advantage on your weapon attack, you may also decide not jump at them but rather attack with opportunity
Drunken loving: you can put away your weapon, free of action, and run at two targets who need some brotherly love, and bear hug them, grappling two enemies at once; they can only be one size larger than your current size.
Level 10: One lucky Scallywag
Sarting at 11th level, you find that you are a master of fate and ruled by none, or, It's your old pal, Luck. you are becoming a very lucky bastard out on your travels in the large grand world around you, in whatever plain it's on, you gain 3 free luck charges, you can spend them at any point, when you roll a natural 20, you gain a free luck point, and once per long rest when you roll a natural 1 it is naturally failed due to your lucky nature. And lastly due to your lucky spirit While drunk, you no longer gain disadvantage on attack or saving throw based rolls, but now run the risk of double disadvantage on speech checks when drunk
Master of the bottle
You've done it, you have mastered your rum and bloodshed as one happy family, you now while in drunken rage, can roll a d5 dice roll, for every gulp of ale or rum you chug you can make an additional attack on your turn, you also now take half damage from all magical sources, since your to drunk to feel, you also now gain a huge upgrade to your improvised weapon feature by gaining double advantage when throwing people, or large items, and lastly you gain an action "beast of the bar" you can roar a drunken battle cry, and drink one for the brothers and sisters of the party, granting them a d3 dice roll of extra attacks and advantage on saving throws for the duration of the rally, they also gain inspiration n
Comments