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The time spent as an average alcoholic could be very defining
CREATING A DRUNKARD to the character prior to beginning his life as a drunkard How
As you create your drunkard characte r, consider what makes did he support his habit? Who was harmed by his poor life
him different to the average alcoholic. Why does he find every decisions? Did he resort to crime? Is he still plagued by the
tavern he encounters so unsatisfying? Why does he feel the repercussions of his former life?
need to be respected or admired by the taverns more average
alcoholics? QUIQK BUILD
Perhaps more important than what differentiates him from You can make a drunkard quickly by following these
your average alcoholic is how he beca me an alcoholic in the suggestions. First, put your highest ability score in Strength,
first place. The natural progression is normal citizen to followed by Constitution. _S,e:cond, choose the_ u ' . -
alcoholic to full-blown drunkard So what inspired him to background - _ . - ' H
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Level Prociency Bonus Features Hard Drinking Max Drinks -_. 5.
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;._-=.~1= Ist +2 Hard Drinking, Tavern Enthusiast 'D4+4 I


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2nd +2 'ThBIghtjustgotReal 'D4+4 2


3rd +2 Drunken Archetype 'D4+4 '
' I . .;,_-:5-
4th +2 Ability Score Improvement 'D4+4 1
i 5th +3 Extra Attack 'D4+4
6th +3 Pick on the Weak 'D4+4 I
7th +3 Drunken Archetype feature 'D4+9
8th +3 Ability Score Improvement 'D4+9
9th -+4 \vmkn<5H 'D4+9 I
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'Oth -+4 Pick on the Weak Harder 'D4+9 '
-I 'Ith +4 Drunken Archetype feature 'D4+9 '
'2th +4 Ability Score Improvement 'D4+9 '
'3th +5 Bar Room Hero 'D4+'4 '
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'4th +5 Another Kind of Buzz 'D4+' '
'5th +5 Drunken Archetype feature 'D4+' '
if '6th +5 Ability Score Improvement 'D4+' '
_.-I '7th +6 My Drink says NO! 'D4+' '
F '8th +6 Drunken Archetype feature 'D4+' '
'9th +6 Ability Score Improvement 'D4+' ' \o \|ou-|.swr\>-|Q*O\'U"'l
r 20th - - +6 - Drink til you Fall - 'D4+' KOKO-P-P-P-l>-P . 2O
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F GLASS FEATURES Saving Throws: Strength, Constitution
I

A5 3 drunkard YOU gain th fOl1OWing Class fatums Skills: Choose two from Athletics, Deception, Insight,
Intimidation, Investigation, Perception, Performance.
HIT PQINTS Persuasion, Sleight of Hand, and Stealth
Hit Dice: 1d6 per drunkard level
Hit Points at 1st Level: 6 + your Constitution modifier EQUIPMENT
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution You start with the following equipment, in addition to the
modifier per drunkard level after 1st equipment granted by your background:

PRQFIGIENGIES ' (a) a shortsword or (b) any simple weapon


Armor: None 0 (a) a dungeoneer's pack or (b) an eXplorer's pack
Weapons: Simple weapons, improvised weapons 0 (3) a sling and 20 bullets or (b) 10 darts
Tools: Two gaming sets of your choice

CLASS FEATURES
2
HARD DRINKING lNEBRlATl0N
A life of hard liquor and tavern brawling has rendered you You can drink and you can drink hard, however,
extremely proficient at drinking alcohol in all of its forms. You everyone has their limit. As a drunkard, you can
gain the following benefits: typically drink twice as much as your amateur drinker -
the "Max Drinks" column of your class table and this
' You can down an entire alcoholic beverage as a bonus "Inebriation" sidebar typically only come into play when
action. Downing an alcoholic beverage gives you 1D4+4 the drunkard is drinking for mechanical benefit.
temporary hit points at level 1 and increases as per the "Hard Exceeding your limit by 7 or more drinks results in
Drinking" column of your class table. You can consume a the drunkard suffering disadvantage on all attack rolls,
number of alcoholic beverages per short or long rest before ability checks and saving throws. In addition, any attack
suffering penalties as shown on the "Max Drinks" column of rolls made against the drunkard are made with
advantage.
your class table. Penalties for exceeding that number are
Exceeding your limit by double or more drinks
shown in the "Inebriation" sidebar.
results in the drunkard suffering the Unconscious
' Your unarmed and improvised weapon attacks are condition. Nothing short of divine or magical
increased to 1d4 damage. Your damage with improvised
intervention will wake the drunkard for an hour. After
that hour, the drunkard will awaken refreshed as if he
weapons increases to 1d6 at level 1 1.
had taken a short rest.

TAvERN ENTHUSIAST
You have partaken in the ways of the tavern to such an extent WALK IT OEE
that finding them has become second nature to you. You Beginning at 9th level, you gain temporary hit points equal to
instinctively understand the basics of city planning enough your Constitution modifier + your drunkard level (minimum
for you to have a sense of where every tavern is located of 1), whenever you are critically hit.
within a city, upon entering that city for the first time.
In addition, when you are not in combat, you (and PIGK oN THE WEAK HARDER
companions you lead) can travel to a tavern twice as fast as
your speed would normally allow. Starting at 10th level, when you reduce a hostile creature to O
hit points, you regain hit points equal to your Constitution
modifier + your drunkard level (minimum of 1), up to a
THIS FIGHT |UsT GoT REAL maximum of half of your maximum hit points.
Upon reaching 2nd level, you have developed the ability to
take hold of your pride and fight harder than otherwise BAR RooM HERo
possible, when defeat is at its most likely.
When at or below half your hit point maximum, you add an At 13th level, you gain advantage on charisma checks against
additional die to each of your melee weapon attacks made anyone that regularly frequents the taverns.
with unarmed strikes, simple, or improvised weapons. In addition, any patrons within the tavern will happily buy
the drunkard drinks if they fail a Wisdom save against the
Tavern Brawler's passive Intimidation score.
DRUNKEN ARGHETYPE
At 3rd level, your outlook on life has developed to the point
that you have cemented your drunken tendencies and
ANOTHER KIND oE BUzz
established exactly what type of drunk you are. Choose Hell- Beginning at 14th level, the Poisoned condition has become a
Raiser, Whiskey Knight, or Bar Magician, all detailed at the familiar and almost pleasant experience to you. Whenever
end of the class description. The archetype you choose grants suffering the Poisoned condition, you are treated as if your
you features at 3rd level and again at 7th, 1 1th, 15th, and hit points are at, or below half of their maximum, regardless
18th level of what your actual hit points are.

ABILITY SGoRE IM1>RovEMENT MY DRINK SAYS NO!


When you reach 4th level, and again at 8th, 12th, 16th, and At 17th level, you gain the ability to down an entire alcoholic
19th level, you can increase one ability score of your choice beverage by using your reaction when hit by any attack or
by 2, or you can increase two ability scores of your choice by spell that causes you to roll a saving throw or ability check.
1. As normal, you cant increase an ability score above 20 When downing an alcoholic beverage as a reaction, you can
using this feature. re-roll the triggering saving throw or ability check and take
the higher result in addition to the usual benefits for downing
an alcoholic beverage.
EXTRA ATTAGK
Beginning at 5th level, you can attack twice, instead of once, DRINK TIL YOU FALL
whenever you take the Attack action on your turn.
Beginning at 20th level, you no longer suffer disadvantage
from breaching the max number of drinks limit of your class
PIGK oN TI-IE WEAK table. You do however, still suffer the Unconscious condition
Starting at 6th level, when you reduce a hostile creature to O if you down twice as many drinks as displayed under the
hit points, you gain temporary hit points equal to your "Max Drinks" column of your class table.
Constitution modifier + your drunkard level (minimum of 1).
CLASS FEATURES I CONTINUED
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different druiikzfiiif he drunken archetype you choose to '- .


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emulate reects_y_o'f1r general demeanor and how you are RoUND EoR ROUND '_ . '-I
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affected by the consumption of alcohol. - At 18th level, when a melee weapon attack roll is made I
against you, you c_an___use your__reaction to automatically hit,
and critical hit youfofgponent with a melee weapon attack.
HELL-RAIsER The triggering attaclk-automatically hits and becomes a
The Hell-Raiser focuses more on offense than defense in critical hit against you too.
both battle and any trials of life. Hell-Raisers are your typical
drunkard that can't have a good time drinking unless they WHISKEY KNIGHT
manage to get themselves into a pointless brawl
The Whiskey Knight focuses more on defense than offense in
No, YoU MERE both battle and any trials of life. Whiskey Knights are your
Beginning when you choose this archetype at 3rd level, you typical friendly drunkard that swears to love everyone and
can use a bonus action to attempt to grapple your target if everything, almost the very moment that the first sip of
you take the attack action on your turn. alcohol is consumed

UNINHIBITED STRENGTII IT DIDN'T EVEN HURT


At 7th level your drunken stupors have become so complete Beginning when you choose this archetype at 3rd level, you
that your body is no longer limited by your mental restraints. gain resistance to all forms of damage whenever you are at,
You gain advantage on all strength checks as long as you have or below half of your hit point maximum.
downed at least one alcoholic beverage since your last short
or long rest. DRUNKEN INSPIRATION -
At 7th level, your ability to take a hit or even merely stand
PUNGII DRUNK while inebriated is an inspiration to your allies, and even to
At 1 1th level, you can attack an additional time for every 10 yourself.
alcoholic beverages you have downed since your last short or You and all allies within 30' gain 1 temporary hit point
long rest, whenever you take the Attack action on your turn. whenever you are damaged in combat. These temporary hit
points can stack with all forms of temporary hit points,
including those gained from this ability. Temporary hit points
gained through this ability will remain until they have been
taken in combat, or until your next short or long rest,
whichever comes sooner.

DRINKING MAKES ME BETTERER


At 1 1th level, you are no longer limited to a single reaction
per round of combat. You can make a number of reactions
per round equal to the number of alcoholic beverages you
have consumed since your last short or long rest (minimum
1).
DRUNKEN STUMBLE
Staring at 15th level, whenever you are hit by a weapon
attack, you can use a reaction to turn the successful attack
roll into a miss. You fall prone immediately after using this
ability and this ability cannot be used while prone.

GoNTRoLLED STUMBLE
At 18th level, you can use a reaction to intercept an attack roll
meant for an ally within 30'. You physically move to that
I-_ location and the attack misses your ally but instead
automatically hits you.
You must choose to use this feature before knowing
whether the attack against your ally hits or misses. This
Iii-I-L:--._l ability cannot be used while prone.

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BAR MAGIGIAN BAR MAGIGIAN SPELLGASTING
SPELL SLoTs PER SPELL LEvEL
Bar Magicians are would-be Sorcerers that have stunted their Drunkard Cantrips Spells
magical development by the relentless consumption of Level Known Known 1 st 2nd 3 rd 4th
copious amounts of alcohol Unlike typical drunkards, they 3rd 3 3 2 _ _ _
are paragons of virginity and innocence that get drunk and
perform magic tricks as a means of repelling women and
4th 3 4 3 _ _ _
keeping their virginity intact.
5th _ _ _
em _ _ _
SPELLGASTING 7th _ _
When you reach 3rd level, you augment your drunken am _ _
prowess with the ability to cast spells. See chapter 10 for the 9th _ _
general rules of spellcasting and chapter 1 1 for the sorcerer 'Oth _ _
spell list. lth _ _
Cantrips. You learn three cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip of
'2th _ _
your choice at 10th level '3th _
Spell Slots. The Bar Magician Spellcasting table shows 4th ' _
how many spell slots you have to cast your spells of 1st level 5th ' _
and higher. To cast one of these spells, you must expend a 6th ' _
slot of the spells level or higher. You regain all expended spell 7th - _
slots. when you finish a long rest. '8th ' _
For example, if you know the 1st-level spell shield and have
a 1st-level and a 2nd-level spell slot available, you can cast
9th - 1
20th -P I>-P -P -P W W ' wN_, _,O Lo o \|o \o-|.s_| -I>l -I> l-I> -l>I ->IW \)JU JU k)JU JU \)JU J|\)l \-3 \JOUJUJ\)JUJ|\)l |\) 'l
shield using either slot.
Spells Known of 1st-Level and Higher: You know three 1st-
level sorcerer spells of your choice, two of which you must I GAN Do Two THINGS
Beginning at 7th level, when you use your action to cast a
choose from the abjuration and evocation spells on the
cantrip, you can make one weapon attack as a bonus action.
sorcerer spell list.
The Spells Known column of the Bar Magician
Spellcasting table shows when you learn more sorcerer MoRE DRINKS, MoRE MAGIG TRIGKS
At 1 1th level, somehow you have developed the ability to gain
spells of 1st level or higher. Each of these spells must be a
more magical power by downing alcoholic beverages - the
conjuration, evocation, or transmutation spell of your choice,
very thought of which is enough to render most spellcasters
and must be of a level for which you have spell slots. For
completely dumbfounded.
instance, when you reach 7th level in this class, you can learn
S0rce1yPoi11ts In addition to the usual benefits of downing
one new spell of 1st or 2nd level The spells you learn at 8th,
an alcoholic beverage, you gain a single Sorcery Point every -
14th, and 20th level can come from any school of magic.
time you down one. You lose all unspent Sorcery Points
Whenever you gain a level in this class, you can replace one
when you take a short or long rest. _ Q
of the sorcerer spells you know with another spell of your F I-
Flexible Casting You can transform unexpended sorcer _ __ I
choice from the sorcerer spell list. The new spell must be of a
points into one spell slot as a bonus action on your tur
level for which you have spell slots, and it must be a
Creating Spell Slots table shows the cost of creating a el
conjuration, evocation, or transmutation spell, unless youre
slot of a given level You cannot create spell slots of a levl
replacing the spell you gained at 8th, 14th, or 20th level
which you don't ordinarily have spell slots for.
Spellcasting'Ab1'lily Charisma is your spellcasting ability
for your sorcerer spells, since the power of your magic relies CREATING SPELL SLoTs
on your ability to project your will into the world You use
Spell Slot Level Sorcery Point Cost
your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when lst 4
setting the saving throw DC for a sorcerer spell you cast and 2nd 6
when making an attack roll with one. 3rd IO
Spell save DC = 8 + your proficiency bonus + your Charisma 4th I2
modifier

Spell attack modier your proficiency bonus + your


BETTER TRIGKS
Beginning At 15th level, whenever you are at or below half of
Charisma modifier
your hit point maximum, your spells are cast as if the spell
slot used was one level higher than that which was expended
YoU GAN T GUT ME OFF
I

Beginning when you choose this archetype at 3rd level, you


can, as an action, touch a container containing up to a gallon I GAN Do Two THINGS BETTERER
Starting at 18th level, when you use your action to cast a
of liquid and make the contained liquid alcoholic. The now
spell, you can make one weapon attack as a bonus action.
alcoholic liquid looks, tastes, and smells exactly as it did
before.

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