Paladin
Base Class: Paladin

Your drinking is your lifestyle. As long as you drank alcohol within the week, your god is satisfied. To break this oath is to relinquish happiness.

Medicinal Brew

You drink to regain 1d8 hit points. Once you drink you will be forced to roll a constitution save. Failing the save will cause your character to be drunk and roll at disadvantage. This also applies to allies YOU heal. Allies will only heal 1d4 hit points. You can use this ability 2 times before needing a short rest.

Level 7. This ability allows you to heal for 2d6 hit points. Allies will only heal for 2d4.

 Level 15. This ability allows you to heal for 4d8. Allies will only heal for 2d10.

Level 20. This ability now can be used 3 times before needing a short rest.

Aura of the Drunkard

While in combat, all creatures (including teammates) within 30ft have to make a constitution saving throw to not be affected with drunkenness. If affected with drunkenness, must make a 1d4 roll to determine drunken level. D1 & D2 are buzzed. D3 and D4 are drunk.

Buzzed: You have advantage on saving throws against being frightened. You gain +1 to either Strength (angry) or Charisma (social) and -1 to all other ability modifiers, affecting skill checks, saving throws, attack rolls, spellcasting DC, and your AC. Your speed decreases by 5 or 10 (sleepy).

Drunk: In addition to the effects of being buzzed, you suffer from the Poisoned condition (p.293), you are immune to being frightened, you have an additional -1 penalty to Dexterity, you can't take reactions, and once per round you can reduce nonmagical damage you take by 1d4.

Drunken Brawler

When missing the first attack of your turn due to rolling at disadvantage, gain an extra attack roll. This attack gains 2d4 attack if it lands. Does not work on ranged attacks.

Improved Aura of the drunkard

Improves your aura to cover more ground and worsen the debuff.

While in combat, All creatures (including teammates) must make constitution saving throws. All who fail the saving throw must make 1d4 roll to determine drunkenness. After 3 turns in combat, Allies must make a constitution saving throw to make sure they do not blackout. After 3 turns in combat, enemies must make a saving throw to not suffer from alcohol poisoning causing them to take 1d6 poison damage.

The distance is increased to 60ft.

Blackout: Those who blackout are knocked unconscious. Allies who blackout and gain 1 more drunk level suffer alcohol poisoning and must make death rolls. If you stabilize, you return to a blackout.

Previous Versions

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6/19/2021 6:17:04 PM
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