Alcoholic (5e Class)
From D&D Wiki
|This page contains adult content which some may find offensive.|
Do not view this page if you are a minor or are offended by such material.
- 1 Alcoholic
- 1.1 The Not-so-common Drunk
- 1.2 Creating an Alcoholic
- 1.3 Class Features
- 1.4 Paths of Remembrance
- 1.5 Multiclassing
We all know them. Some are fun, some are... less fun, but they all have their own ways of being interesting... or not.
The Not-so-common Drunk
After spending years of your life wasted to the point where you couldn't even remember your own kids' names, or whether or not you actually have kids, it's finally your chance to go on the big quest to save the day!... or it would be if you had any idea what's going on half the time, but that's not the point. You've got your booze, you've got your wits (what's left of them), and you've got your fists, so now it's time to put 'em to good use.
Creating an Alcoholic
Why are you suddenly deciding to leave the bar? Was it in search of your family? Did you do it for the sake of having something interesting to do before you kick the bucket? Or are you trying to scavenge up enough money to pay off your enormous tab?
- Quick Build
You can make an Alcoholic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma or Strength. Second, choose the Alcoholic background. Third, choose the "Pitiful" feature for the background.
As a Alcoholic you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shield
Weapons: improvised weapons, simple melee weapons, net
Saving Throws: Constitution, Strength
Skills: Choose three from Persuasion, Athletics, Survival, Intimidation, History, Performance, Insight. Additionally, you have disadvantage on all Perception, Deception, and Sleight of Hand checks.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) One simple weapon or (c) 10 net
- (a) padded (armor) and a shield or (b) leather (armor)
- (a) 7 flasks of ale or (b) 7 flasks of beer or (c) 7 flasks of scotch or (d) 7 flasks of rum
- An explorer's pack
|3rd||+2||Memories from Times Past||1d4|
|4th||+2||Ability Score Improvement||1d4|
|7th||+3||Paths of Remembrance||1d6|
|8th||+3||Ability Score Improvement||1d6|
|10th||+4||Paths of Remembrance||1d8|
|12th||+4||Ability Score Improvement||1d8|
|13th||+5||Drink to Forget||1d8|
|15th||+5||Paths of Remembrance||1d10|
|16th||+5||Ability Score Improvement||1d10|
|18th||+6||Paths of Remembrance||1d12|
|19th||+6||Ability Score Improvement||1d12|
Starting at 1st level, you must choose two conditions to add while drunk, and two while sober. You are considered drunk after drinking a flask of alcohol this increases by one additional flask per level. You become sober again after five hours this decreases by 10 minutes per level or a long rest.
- Drunken Strength
- Your unarmed strikes and improvised weapons use the same damage die. This starts off as a d4, and increases as you level. At 5th level, it becomes a d6, at 10th it's a d8, at 14th it's a d10, and at 18th level it's a d12. You add your Strength modifier to the damage. (Drunk)
- Numb the Pain
- You can use your reaction to reduce any incoming damage by a value equal to your Constitution modifier. (Drunk)
- Temporary Apathy
- You are resistant to psychic damage and immune to being charmed and frightened. You have disadvantage on Wisdom checks . (Drunk)
- Pathetic Mess
- You are vulnerable to psychic damage and have disadvantage on all Wisdom checks and saves. (Sober)
- False Constitution
- You gain temporary hit points equal to your level whenever you use an action to drink. (Drunk)
- You have the poisoned condition whilst not drunk. (Sober)
- Greater Withdrawal
- For every day without any alcohol, you gain a level of exhaustion that can only be removed by drinking. (Sober)
- Immediately following a long rest after drinking, you take a level of exhaustion (Sober)
- Weakened Constitution
- At Level 1, your maximum hit points are temporarily decreased by 1d6 per level for each day you don't drink. At level 5 this increases to 2d6 per level, and again at level 10 to 3d6 per level . (Sober)
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- While you are wearing armor, you gain a +1 bonus to AC.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Memories from Times Past
At 3rd level, you begin to somewhat recollect what you'd originally wanted to be in life. You must choose which path you wished to walk. This page has two paths: path of the drunken fighter, path of the failed monk.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, when you take the attack action, you can attack twice rather than once. The number of attacks increases to three when you reach 11th level in this class.
At 9th level, you finally realized that what you've been drinking is highly flammable and thought you'd put it to use. During a long rest, you can spend 1 hour and 1 flask of alcohol preparing up to five molotovs. To use them, you must have a source of fire at hand. The molotov has a thrown range of 50/100 and sets an area with a 5-foot radius on fire dealing 2d6 fire damage to all enemies in that range, and an additional 1d6 fire when an enemy starts its turn in this area.
Drink to Forget
At 13th level, you can use your action to drink a whole flask of alcohol. You gain temporary hit points equal to the amount of damage you'd taken at the time. When you become sober, you take damage equal to the number of temporary hit points you gained. You regain the use of this feature after you finish a short or long rest.
At 17th level, you have long since passed the point of giving up drinking. Pain, and most emotions have long since left you. You have advantage on Constitution saving throws and double your proficiency on Constitution saving throws .
At 20th level, you can spend your action pouring three flasks onto the ground around you. At the beginning of the next round, the alcohol forms into a sphere with a 20 ft radius. The area inside the sphere is perceived as a 200 ft area that contains a place you remember fondly such as a favored inn, bar, or even your childhood home. While in the sphere, you have access to a limitless amount of alcohol to refill your flasks, and all those inside the sphere regain 1d10 + your Constitution modifier at the start of their turns. After it is formed, no enemy can enter the sphere, but allies can come and go as they please, appearing from and leaving through the outer edges of the area. If an enemy uses an attack that targets an area such as a cone, and would go through the orb, all those inside the sphere are in it's area and must make the saves. Inside, you are vulnerable to fire damage and have disadvantage on Dexterity saves. The sphere lasts 3 rounds but can last longer if the user makes a roll higher than 10 + your Constitution modifier, but can dispelled as a free action on your turn. You regain use of this feature after you finish a long rest.
Paths of Remembrance
You remember when you were a wee lad, trying to become a great hero that could save the world, this motivates you to rise to the occasion and take arms.
- Pseudo Fighter's Training
- Thoughtless Courage
At 3rd level, when an enemy within half your walking speed makes an attack against an ally, you can use your reaction to charge at the two. The enemy and ally must make a Dexterity save contested by your Athletics check. If both succeed, they dodge and you fall prone between the two. If the ally succeeds and the enemy fails, you slam into the enemy, stopping the attack and knocking them prone. The opposite results in you taking the attack and your ally being knocked prone. If both fail, you charge into them, stopping the attack, knocking them prone, and dealing 1d10 bludgeoning damage.
- Drunken Rage
At 7th level, you can use this feature to take an extra action on your turn. Any creatures you hit with a melee weapon attack must make a Strength saving throw with a DC of (8+prof+str mod). On a success, you fall prone. You need to finish a short or long rest before you can use this feature again.
- Second Round
At 10th level, after skimming through a few books, you learn a few tricks of your own in terms of casting spells. Using your action, you can cast false life as a second level spell, and if you do so, it is cast again as a first level spell as a free action at the beginning of your next turn. You need to finish a short/long rest before you can use this feature again.
- Improved Critical
At 15th level, your weapon attacks score a critical on a roll of 19 or 20.
- A True Hero
After spending time with your allies and friends, you've learned what it truly means to be a hero, and your bonds with them have become more than just that. At 18th level, you can use your action create barriers around your allies. These barriers absorb half the damage they would take and force it onto you. Damage you take this way is unaffected by any resistances or vulnerabilities. You need to finish a long rest before you can use this feature each day.
The Failed Monk
You remember when you had tried to become a monk but the lures of alcohol pulled you away
- Unarmed Drunken Strike
At 3rd level, While drunk, if you hit with your unarmed strike you are able to attack with your bonus action with another unarmed strike but you must do so with disadvantage as you're drunk.
At 3rd level, you get proficiency in acrobatics and the Quarterstaff. If you already have proficiency in acrobatics, double it.
- Fire Breath Of Alcohol
At level 7, you start to remember the way of breathing fire by the way of alcohol. You use up one flask of alcohol to spit out a mist of alcohol into an open flame you have nearby. This mist goes in a fifteen foot cone and any creature in this cone must make a Dexterity saving throw of a DC equal to 8 + Your Constitution Modifier + your Proficiency Bonus, taking 5d6 Fire damage on a failed save, or half on a successful save. Anything flammable in the radius that isn’t being worn or carried is lit on fire.
- The Drinks Advantage
At level 10 you have remembered how to really fight like a monk and you’ve put in your drunk life to it. All your unarmed strikes have advantage but your bonus action attack now is just a normal unarmed strike.
At level 15, As a reaction, you can do the parry move. Where if someone misses you with a melee attack you are able to strike at them with disadvantage. You can do this for as many times as your con mod + your profiency bonus. A short/long rest refills the amount.
- A True Monk
At level 18, your able to take five attack actions as long as they’re unarmed strikes on one turn. You do all attacks without any disadvantages or advantages. You may only do these 3 times before you have to take a long rest to be able to do this again.
Prerequisites. To qualify for multiclassing into the Alcoholic class, you must meet these prerequisites: Constitution 15
Proficiencies. When you multiclass into the Alcoholic class, you gain the following proficiencies: improvised weapons