Fighter
Base Class: Fighter

The Numbed Drunkard is one kind of Fighter that allows one to fight through pain and fight with their weapons while drunk and with their drunkard-ness! But while having a fun drunken time.

Drunks Always Hit

Striking while drunk usually isn't the wisest choice but for you, they usually seem to hit when they shouldn't have.

One per turn when you miss an attack you can reroll the attack roll and chose whether or not to take it. You can reroll before or after seeing the rolls' result.

A Drunkard's Brewery

This feature gives you the ability to make a Drunkard's Best Friend, Alcohol! You gain proficiency with Brewery supplies and Alchemy supplies and can make Brewery supplies given that you have supplies on hand. 

Drinking Buddies!

Drinking is always better with Friends! This Feature gives advantage on persuasion, performance and perception checks while in taverns, bars or any place that serves acholic beverages.

At 7th lvl you gain Proficiency in persuasion, performance and perception checks, (if you don't have it already.)

Evasive Drunkard

Drunkenness makes doing dexterous things are a bit easier. 

You gain half proficiency with Dexterity based skills and full proficiency with Dexterity saving throws.

Drunken Resistance

Being drunk for so long has started to Numb your body to lots of the pain of the world, both physically and mentally. You gain Resistance to non-magical attacks, poison, acid, and psychic damage. you also gain half proficiency to wisdom saves and intelligence saves. As well as immunity to disease as whatever your drinking would be enough to kill it off anyway.

At lvl 18 the half proficiency in Wisdom and Intelligence saves becomes full Proficiency.

A Drunkard's Impossible Evasions and Resilience?!

When Drunk Doing impossible just feels more possible just to spite life, luck and logic. This feature gives the two following bonus's:

  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

True Drunk Numbness

Being numbed is great as it feels as if Nothing can stop you. You gain Immunity to the following:

  • Being Charmed
  • Being Frightened
  • Being Petrified 
  • Being Poisoned
  • Being Stunned
  • Being Paralyzed

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