Fighter
Base Class: Fighter

Rum, a short temper and an armed sailor make a bad cocktail. Not for you but everybody else.

And a bottle of Rum

You aquire a magic bottle of Rum that refils itself. As a bonus action you can take a chug from the bottle to boost your combat prowess. You gain an additional 1d4 to all attack rolls and damage rolls for up to 1 minute. The full bottle contains chugs equal to your CON modifier. You regain expended uses after a long rest If you finish the whole bottle you must make a DC 14 CON saving throw. On a failed save you take 2d6 poison dmg and half of them on a succesful one. 

 

 

At levels 6, 9, 12, 16, 18 you gain one additional bottle of Rum

and the poison damage increases by 1 additional d6.

 

Up She Rises

The mighty stomach of a sailor shall not quiver in the visage of a whole bottle of Rum. Use a bonus action to expand all the uses of 1 bottle of Rum at once to gain an additional 1d10 on attack and damage rolls for up to one minute. In the end of your turn make a DC 15 CON saving throw. On a failed save take 2d8 poison damage or half of them on a succesful one.

The same rule as the "And a bottle of Rum" applies here aswell except for the increasing of the bottles.

Leave Her

Sometimes it is better to leave her than hold her …. the bottle of Rum ofcourse. Use an Action to throw a bottle of Rum on a target which deals 3d10 poison damage and also deals 2d8 piercing dmg to anyone who fails a DC 14 STR saving throw in a 20 ft radius from the target.

If the bottle of Rum isnt full it deals 2d10 poison dmg and if there's only one chug left it deals 1d10.

You can make 1 Poisoned Rum that can only be thrown and not drunk during a short rest providing you have a glass bottle and alcohol. This one deals 3d8 poison dmg and 1d10 piercing instead.

 

Aye Captain

The essence of the strong pirate Rum makes those unfamiliar with it to halucinate and dream of being sailors under the orders of a captain. Use your reaction to force the target who has just been hit by "Leave Her" to make a DC 16 WIS saving throw. On a failed save, the target is now under the command of their new Captain for 3 hours.

The target cannot harm himself.

You regain this ability after a long-rest

Why's the Rum Gone?

Sometimes you drink so much that you wont even notice your drinking alcohol. Use an action to expand all of your bottles of Rum to reach the maximum potential of the Drunken Sailor. You gain advantage to all attack rolls and you double the damage dice for 1 minute. At least 4 bottles must be full to activate this ability.

When the effect or combat ends make a CON saving throw with DC equal to 8 + your proficiency and your CON mod. On a failed save you fall unconscious for 1d4 days.

You regain this ability after 2 long rests.

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