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# Path of the Drunk You’ve been greatly wounded, and there’s only one fix to the pain. Drowning it in booze like disinfectant numbs it, but great wounds need constant care. You don’t need constant care, though. You’re fine just living your life and going through the motions just so you can enjoy those few drinks to yourself at night. If they’re the only thing that’ll help you sleep, what’s the point in resisting? If anyone tries to keep you from that small sip of salvation, what’s wrong with punishing them? Barbarians who follow the Path of the Drunk have combined their rage with their alcoholism to devastate both bars and battlefields. Whether this Path is more destructive to their foes or themselves is a difficult question, and separating from this Path is even more difficult. ## Rabble Rouser Starting at 3rd level, you gain resistance to poison damage and advantage on saving throws against being poisoned due to your liver processing alcohol more efficiently than it does water. You gain proficiency in improvised weapons and deal 1d8 damage with improvised weapons and unarmed strikes. When you drink alcohol as an action, you can expend one of your hit dice and roll it to regain hit points. You can only regain hit points this way once until you finish a short or long rest. ## Drunken Rage Starting at 3rd level, your rage reflects your drunken tendencies. While raging, you reduce the damage you take by your proficiency bonus. Additionally, the turn you enter your rage, the first attack you hit deals an additional 1d8 + proficiency bonus bludgeoning damage. ## Immutable Force Starting at 6th level, your rage can provide stunning force and unusual vitality. While raging, your hit point maximum cannot be reduced in any way and if it has been reduced, the reduction ends. If a creature regains hit points by damaging you, they actually take twice as many hit points in necrotic damage that cannot be reduced in any way. Finally, the first creature you hit on the turn you enter your rage must make a Constitution saving throw equal to 8 + your Strength modifier + your proficiency bonus or be stunned until the end of your next turn.
> **Credits**: Dwarf Rodric (2017) by [Jinwoo Park](https://www.artstation.com/artwork/moXGY) \columnbreak ## Bastard’s Breath Starting at 10th level, your very breath soils your foes. When you make a melee attack on your turn, you can instead choose to breathe out a massive cloud of alcohol. Each creature in a 15-foot cone in front of you must make a Dexterity saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failure, they take 2d10 poison damage and take an additional 2d10 fire damage if they take any fire damage before the start of your next turn. On a success, they take 1d10 poison damage. You can only use this feature once until you take a short or long rest. ## The Booze Cruise Starting at 14th level, your need for booze drives you forward in a forceful manner. As a bonus action on your turn while you are raging and when you enter a rage, you move up to half your walking speed forward in a straight line. Each creature in the line must succeed on a Dexterity saving throw equal to 8 + your Strength modifier + your proficiency bonus or take 1d6 + your Strength modifier bludgeoning damage. A creature takes half as much damage on a success. Additionally, you add your Constitution modifier on Wisdom saving throws that are not from your Alcoholism feature since nothing can matter more than your drinks. \pagebreak #### Optional Feature: Alcoholism You have disadvantage on all Charisma checks while inebriated and must drink a cup of hard alcohol 1d4 times a day. If you fail to follow this requirement, you must make a Wisdom saving throw equal to DC 8 + your Constitution modifier + your proficiency bonus or gain a level of exhaustion that can be restored with lesser restoration or by consuming 2d4 cups of hard alcohol the next day. If you make this Wisdom saving throw for 5 days in a row, you no longer are addicted. If you relapse and drink again, you must make another Wisdom saving throw or regain your addiction.