Bud Knight (5e Class)
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The bud knight is the one and only knight that can bring beer to a sword fight.
You are THE Bud Knight.
Creating a Bud Knight
|From Bud light comercials|
- Quick Build
You can make a Bud Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier background. Third, choose any kind of sword and armor
As a Bud Knight you gain the following class features.
- Hit Points
Armor: All armor and Shields
Weapons: All weapons
Tools: Brewers Supplies
Saving Throws: Constitution and strength
Skills: Choose three from Animal Handling, Athletics, Medicine, Religion, Performance, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any martial melee weapon or (b) Two simple melee weapons
- (a) Plate Armor or (b) A Breastplate and Shield
- (a) Brewer Supplies or (b) A Warhorse
- Explorer's Pack
- If you are using starting wealth, you have If you are purchasing your equipment roll 5d4X10 gp. in funds.
|1st||+2||Bud Knight gift|
|4th||+2||Ability Score Improvement|
|5th||+3||Sword of intoxication|
|7th||+3||Canned Beverege Storm|
|8th||+3||Ability Score Improvement|
|9th||+4||Chest of Canned Beverages|
|11th||+4||Caned Beverage tornado|
|12th||+4||Ability Score Improvement|
|14th||+5||Chest of Bottled Beverages|
|15th||+5||Bottled Beverage storm|
|16th||+5||Ability Score Improvement|
|18th||+6||Bottled Beverage Tornado|
|19th||+6||Ability Score Improvement|
|20th||+6||Bud light Rain|
Bud Knight Gift
Any armor and weapon you own and wear or wield instantly turns blue and is branded with the Bud Light® logo in the most obvious way possible. Anyone who sees the logo can't help but crave the refreshing taste of a cold Bud Light®.
As an action, you have the ability to touch someone and force them to make a Constitution saving throw (DC= 8 + Proficiency + Constitution). If they fail, they are immediately drunk and are considered poisoned unless out of combat. They may make another saving throw on their turn as an action. Once you have used Intoxicate, you cannot use it again until you have completed a short or long rest.
As a bonus action, you can summon a single canned beverage of bud light you can drink it, give it to an ally, or throw it at an enemy as an action. If you drink it you gain advantage on melee attacks for a minute and disadvantage on ranged attacks for a minute, if gifted to an ally they instead last for half a minute. If thrown at an enemy they take 1d10 damage with a range of (10ft to 30ft)and can only damage if no one has drunk it. It may be used a number of times equal to your constitution modifier per day. You must complete a long rest to use again. If a can has not been drunk before a long rest it disappears.
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.
Sword of Intoxication
This Turns any sword you are currently wielding into a sword of intoxication. you roll the damage the sword does but the enemy must make a constitution saving throw of (8 + your proficiency bonus + Constitution modifier) or be stunned. You can use this a number of times per day equal to your con modifier.
At lvl 6 you gain resistance to poison damage.
At lvl 10 you gain advantage on saving throws against being poisoned.
At lvl 17 you gain immunity to poison damage and the poisoned condition.
Canned Beverage Storm
at the 7th level, You create a storm cloud that rains canned Beverages. it can be casted up to 100ft away and makes a storm cloud that rains canned beverages causing 2d6 damage for as long as they are within its 30 ft radius. it is considered rough terrain. may use once a day. must complete long rest to use again
Chest of Refreshment
At 9th level you gain the ability to summon a chest of ice-cold, refreshing cans of bud light once per long rest. Inside the chest there are 1d6+1 cans of bud light that can be shared with anyone. Drinking a can takes a bonus action and whoever drinks a can gains the following benefits for 1 minute:
-You gain advantage on melee attack rolls and disadvantage on ranged attack rolls
-You add half of your proficiency bonus to any performance rolls
The cans remain magic for 1 hour after being removed from the chest and after all cans have been removed from the chest it vanishes back to its pocket dimension to be refilled dumping anything that was not inside it when it showed up onto the ground.
At 14th level you summon a chest of ice-cold, bottles of bud light instead cans. Inside the chest there are 1d8+1 bottles that can be shared with anyone. Drinking a bottle takes a bonus action and whoever drinks a bottle gains the following benefits for 1 minute:
-You gain advantage on all attack rolls
-You add your full proficiency bonus to any performance rolls
-You are immune to the poisoned condition
The bottles remain magic for 1 hour after being removed from the chest and after all bottles have been removed from the chest it vanishes back to its pocket dimension to be refilled dumping anything that was not inside it when it showed up onto the ground.
Canned Beverage Tornado
You call upon the shareholders in your time of aid allowing you to summon a multitude of canned beverages. Each creature within 10ft of you must make a Dex saving throw or be pummeled by a large amount of cans taking 8d6 bludgeoning damage or half as much on a successful save. You must finish a long rest before being able to do this again
Bottled Beverage Storm
You create a storm cloud that rains Bottled Beverages. it can be casted up to 100ft away and makes a storm cloud that rains Bottled beverages cause 4d6 damage for as long as they are within its 30 ft radius. it is considered rough terrain. may use once a day. must complete long rest to use again
Bud Light Rain
you point your sword to the skies and a blue light comes down hitting the sword you can send that blue light anywhere within a 120ft area causing bud light to rain no matter indoors or outdoors. everyone in a 50 ft radius of where the blue light hit must make a Con saving throw of 20 or become drunk and is considered stunned. if creature succeeds on the saving throw they must walk out of the bud light rainstorm or on its next turn must roll the saving throw again. it is considered rough terrain. may use once a day.