Base Class: Fighter
Some fighters perfect disciplined footwork, precise forms, and years of carefully practiced technique. Boozeblades take a different approach.
Fueled by liquid courage and an uncanny talent for turning terrible decisions into successful ones, Boozeblades fight with a style that is erratic, reckless, and nearly impossible to predict. They stumble through attacks that should knock them from their feet, become strangely more dangerous when restrained, and somehow find the strength to keep swinging long after anyone sensible would have stopped.
As a Boozeblade grows in power, their drunken chaos becomes increasingly dangerous. Missed attacks can restore their fighting spirit, a well-timed cry of "Hold my beer" can transform their wild swings into terrifying precision, and the most experienced Boozeblades can enter a legendary blackout in which instinct completely overtakes reason.
Nobody is entirely sure how a Boozeblade survives fighting this way.
The Boozeblade usually doesn't remember.
Level 3: Liquid Courage
Starting at 3rd level, your unpredictable fighting style is fueled by an abundance of liquid courage.
You gain a +4 bonus to all melee and ranged attack rolls you make. However, all of your attack rolls are made with disadvantage.
Level 3: Drunken Stumble
Starting at 3rd level, your erratic movements make you remarkably difficult to bring down and strangely dangerous when someone tries to restrain you.
You cannot be knocked prone.
Additionally, while you are grappled, you have advantage on all melee and ranged attack rolls you make.
Level 7: One More Round
Starting at 7th level, when others would consider slowing down, you simply order another round.
Whenever you take the Attack action on your turn, you can make one additional attack as part of that action.
Level 10: I Meant to Do That
Starting at 10th level, even your mistakes have a strange tendency to work in your favor.
As a Reaction, when you miss with an attack roll, you can regain 1d8 hit points.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 15: Hold My Beer
Starting at 15th level, you can briefly abandon your usual drunken recklessness and turn your wild attacks into terrifying precision.
As a Bonus Action, you can activate Hold My Beer. For 5 rounds, your attack rolls are no longer made with disadvantage as a result of your Liquid Courage feature, but you retain the +4 bonus to your melee and ranged attack rolls.
Additionally, while Hold My Beer is active, you can make one additional attack whenever you take the Attack action on your turn.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 18: Blackout
Starting at 18th level, you can surrender yourself completely to instinct, entering a legendary blackout in which reason disappears and violence takes over.
When you activate Blackout, you immediately gain the benefits of an Action Surge without expending a use of your Action Surge feature.
During Blackout, you gain the following benefits:
• You retain the +4 bonus to melee and ranged attack rolls granted by Liquid Courage.
• You have advantage on all attack rolls. This advantage cannot be canceled by disadvantage; regardless of any source of disadvantage affecting the attack, you roll two d20s and use the higher result.
• While grappled, this advantage likewise cannot be canceled by disadvantage.
• You cannot be knocked prone.
• Whenever you take the Attack action on your turn, you can make one additional attack as part of that action.
• Whenever you make an attack, whether the attack hits or misses, you regain 1d8 hit points.
You can use Blackout a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Comments