Way of the Drunken Immortal (5e Subclass)

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Way of the Drunken Immortal[edit]

There are many traditions that mimic drunkenness in order to deceive their enemies, using elusive movement and unpredictable strikes to gain the upper hand in a battle. The followers of the drunken immortals, however, are the keepers of the true routes of this tradition. They follow the histories of the drunken immortals, powerful ki users, capable of transforming substances ingested by them trough a process of transmutation called "Internal Alchemy". They can use this power to extend their lives, perform feats of skill and might and even reach true immortality, using the alcohol and a raw material for immortality elixirs.

Basic Alchemy

Starting at 3rd level, you gain proficiency with the brewer's supplies and the alchemist supplies. In addition, you can brew potions of healing using those supplies, instead of the herbalist kit.

In addition, any food or drink you consume is considered to be affected by the purify food and drink spell. Finally, you can spend 10 minutes to transmute a 5-foot cube of water into alcohol.

Internal Alchemy

Starting at 3rd level, you gain the ability to mutate the alcohol ingested by you into medicine, capable of healing your wounds, or into fire, that can be spit into a cone of flames.

Alchemy of Combustion. When you take the Attack action, you can forgo one of your attacks and spend 1 ki point to take a drink of some alcoholic beverage of choice, causing it to combust and be turned into a fire spit. All creatures in a 15-foot cone or 30-foot line (your choice) must succeed on a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much on a success. This damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 17th level.
Alchemy of Restoration. As a bonus action, you can spend 1 ki point and take a drink of an alcoholic beverage of choice. When you do so, you regain a number of hit points equal 5 plus your Wisdom modifier (minimum of +1). Whenever you use one of your Ki Features, you can spend 1 additional ki point to use your Alchemy of Restoration as part of the same action.
Drunkard's Evasion

At 6th level, your movements are elusive and unpredictable. Once per turn, when you use your Alchemy of Combustion feature, you can let part of that alcohol affect your mind and movements, giving you the benefits of the Dodge action until the start of your next turn.

In addition, whenever you use your Alchemy of Restoration, your movements become erratic and your body limp. For the next minute, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. You also can spend 5 feet of movement to get up from prone, automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being prone imposes no penalties on to your movement or attacks.

Form of the Eight Immortals

At 11th level, you gain full control over your Internal Alchemy. Once per turn, you can your Internal Alchemy feature without spending an action. You still need to spend ki points to do so.

In addition, once per turn when a creature within 5 feet makes an attack against you, you can use your reaction to make a shove, grapple or an attack against it. If you hit, that creature's attack fail, in addition to your check or attack's normal effects.

Drunken Immortal

At 17th level, your use of internal alchemy forever changes your body. You can't be blinded, deafened, frightened, or stunned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. You also can no longer die from old age or for lack of air.

Finally, whenever you take damage from any source, you can spend 1 ki point to halve that damage taken, gaining resistance to it until the start of your next turn. When you do so, you can use your Flurry of Blows without spending ki points until the end of your next turn.

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