Fighter
Base Class: Fighter

You live for two reasons, a good round of fistycuffs and a sip of the good stuff. Years of fighting and drinking have tempered your body into a belligerent war machine, and no one can hold you back from a good fight. Well, unless they offer a frothy pint.

Fistycuffs

Beginning when you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike or improvised weapons. As you gain fighter levels, this die changes to a d6 at 5th, d8 at 11th, and d10 at 17th. You also gain proficiency with improvised weapons.

Demon in a Bottle

When drinking alcohol, you immediately succumb to intoxication, increasing your drunken state to the next level even if your Constitution would normally prevent it. Some forms of alcohol may increase your drunkeness by multiple levels. Whenever you go two hours without a drink, your drunken state decreases by one level.

When drunk, you receive the following benefits and drawbacks instead of those normally gained.

Drunken State Benefit Drawback
Buzzed +2 damage to unarmed and improvised weapon damage rolls.

Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 2.
Disadvantage on Dexterity, Intelligence, Wisdom, and Charisma ability checks.
Tipsy +4 damage to unarmed and improvised weapon damage rolls.

Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Advantage on Strength ability checks and saving throws.
Disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Disadvantage on Initiative checks.
Smashed +6 damage to unarmed and improvised weapon damage rolls.

Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 4.

You gain advantage on attack rolls with unarmed strikes and improvised weapons.

Disadvantage on Dexterity saving throws.

Enemies have advantage on attack rolls against you.

Blacked-Out When reaching this Drunken State you may instead choose to gain temporary HP equal to 1d10 + your fighter level. When doing so, you're still considered Smashed. You can benefit from this ability once per short rest.

Roll a d10. You receive the following effect based on your roll.

1-4: You are still Smashed.

5-6: You immediately begin vomiting for 1d4 rounds. While vomiting you're considered stunned and are still Smashed.

7-8: You fall prone and cannot stand up for 1d6 rounds. You are still Smashed

9: You defecate and immediately pass out, becoming unconscious for 8 hours. This does not count towards a long rest and you receive one level of exhaustion.

10: You become dominated for 1d6 minutes. Once the domination ends, you defecate and immediately pass out, becoming unconscious for 8 hours. This does not count towards a long rest and you receive one level of exhaustion.

Moment of Clarity

At 7th level, as a bonus action you may decrease your Drunken State by one level or ignore the penalty to ability checks caused by being drunk for one minute. You can do this a number of times per day equal to your Constitution modifier.

A Quick Sip

Starting at 15th level and when using your Second Wind, you may also take a drink of any alcohol you have on you. If you do, your Drunken State increases and you gain temporary HP equal to the value rolled for your Second Wind. This bonus is in addition to the HP healed.

Liquid Courage

Starting at 10th level and while drunk, you become immune to fear and gain advantage on Wisdom saving throws, ignoring the normal penalty.

Perfected Intoxication

At 18th level, you attain the pinnacle of alcoholism. You gain a +1 bonus to unarmed and improvised attack rolls for every increase in Drunken State. Additionally, you ignore the following drawbacks when drunk:

  • Buzzed - Disadvantage on Dexterity ability checks.
  • Tipsy - Disadvantage on Initiative checks.
  • Disadvantage on Dexterity saving throws.

Additionally, when rolling a d10 for reaching the Blacked-Out state, you are still Smashed on a roll of 1 to 8.

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