Paladin
Base Class: Paladin

One of the greatest forms of revelry is that of drinking alcohol. A paladin of this oath has taken it upon themselves to drink until they black out. They serve to protect the party, often getting lost in the drink themselves. To be a paladin of this oath is to forget what happened the night before and still keep on drinking.

Tenets of Alcoholism

The words may vary, but mainly because they're slurred. Paladins of this oath generally know what it's all about, even if they aren't able to verbalize it.

Revelry: You must celebrate with noise and drink.

Drink: Drink. Then Drink some more.

Keep the Party Going: The party must go on, creatures of evil shouldn't be allowed to interfere.

Oath Spells

You gain spells at the listed paladin level on the Oath of Alcoholism spell table.

Paladin Level Spells

3rd

Charm Person, Expeditious Retreat

5th

Enlarge-Reduce, Suggestion

9th

Blink, Haste

13th

Freedom of Movement, Vitriolic Sphere

17th

Modify Memory, Seeming

Bonus Proficiency

You gain proficiency with brewer's supplies if you don't already have it.

Channel Divinity

When you take this oath at 3rd level, you combine alcohol with the divine to gain the two following channel divinity options.

Drunk's Luck: You can use your channel divinity to make an attack that would miss hit instead. Doing so allows you to deal your base divine smite damage without expending a spell slot.

Tipsy Chaos: With a wobbly step to your form, your unpredictable sway makes you a hard target. For 1 minute you may add your charisma modifier to your AC.

Aura of Revelry

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to poison as well as advantage on saving throws against poison. Creatures are allowed to make constitution saving throws against alcohol with twice their proficiency bonus if they desire to do so. In addition, you give off a warm presence that would make you more likable at social occasions.

At 18th level, the range of this aura increases to 30 feet.

Intoxicated Combat

At 15th level, your alcoholism brings out the true warrior inside. While drunk you will not suffer any negative side effects to your performance, and will gain advantage on strength checks and strength saving throws.

In addition, you may add your charisma modifier to your initiative, even if not intoxicated.

Spirit of the Party

At 20th level the drink in your system combines with your divine power to manifest an avatar of alcohol. For 1 minute your body is surrounded by glowing alcohol that produces 10 feet of bright light and 10 feet of dim light after that. In this form you gain the following benefits:

-You have immunity to being grappled and restrained.

-You may use your bonus action to shoot out the alcohol like a whip and make a melee weapon attack using your Charisma. On a hit this attack deals 2d8 + Your Charisma Modifier Radiant damage. This attack has a reach of 10 feet.

-On a hit with this bonus action attack, you may make an attempt to grapple the creature with your glowing alcohol. If a creature is grappled by your glowing alcohol, they are considered restrained and must use an action to break out on their turn. The DC for your grapple is equal to your spell save DC.

-You may walk across liquid surfaces as if it were normal ground.

Once you use this feature, you can't use it again until a long rest.

 

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