Advanced Dungeons & Flagons: The Drunkard Theme

Advanced Dungeons & Flagons: The Drunkard Theme

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Playtest Version

This theme is a work in progress. While playable, it needs more time at the gametable than this author can provide. Feedback is appreciated.

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“I fight better after I’ve had a few. Would ye care to put me to the test? Just need another drop o’ liquid courage and then ye’ll be spittin’ teeth!”

Drunkards can be found in every tavern and watering hole in civilized lands, and more than a few tents and huts in the less civilized areas. While most heavy drinkers are harmless alcoholics or sad individuals seeking the solution to life’s problems at the bottom of a glass, some rare few are adventurers.

There is an innate bond between adventurers and taverns: many heroes got their start adventuring being approached with a quest while in a bar or answering a call for aid tacked onto the wall. Many adventuring companies operate out of the local tap house, dividing their treasure between drinks and recuperating between quests over a pint. In some lands it is not an uncommon sight to see a group of retired adventurers comparing scars and reminiscing of old times. Many adventurers end their careers in a tavern. Some collapse into drink after repeated failure and death, while others end their wanderings through owning and operating a tavern: investing their fortunes in a place similar to the one that got them started on their heroic path.

Drunkard heroes come from all walks of life. Some unwittingly fall into the grasp of alcohol, others surrender to liquid temptation, and a rare few are skilled combatants able to augment their talents through drink.

Anyone can become a drunkard, and many adventurers have found themselves drawn to this path in the middle of their career. Responsibility can weigh heavily on heroes – especially those who have had greatness thrust onto them – driving them to drink. Failure often leads to depression and consumption, especially with the death of close comrades.
Common folk innately dislike drunkards, believing them to be wastrels or untrustworthy. There is the assumption that drunkards spend much of their money on alcohol and do not care about their responsibilities. There is also the belief that drunkards are wasting their talent and potential, that they would be more than they are if not for the drink. Sometimes this is not entirely untrue.

Building a Drunkard

Anyone who considers entering battle while not entirely sober might very well be a drunkard. You might naturally be a coward, and find alcohol allows you to risk your life in foolhardy yet exciting ways; you might be a troubled soul, seeking to forget the past and escape from some horrible deed; you might be haunted after an encounter with the unnatural, and trying erase what cannot be unseen; or you might even be a joyous reveller, and drink not to escape but to heighten your lively mood.

The drunkard theme works best with melee classes that use weapons such as the fighter, barbarian, or rogue. Classes that favour mobility or unpredictability are also good drunkards. Monks also often become drunkards, following an unusual school of fighting that emulates the movements of the intoxicated.

Someone does not need not be a melee warrior or a scoundrel to be a drunkard. A wizard seeking to forget a lost love, or a priest seeking to ease the pressure of always being the moral compass might be a drunkard.

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Drunkard Powers

The following powers are available to characters with the drunkard theme.
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Level 2 Utility

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Level 3 Encounter Exploit

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Level 5 Daily Exploit

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Level 6 Utility Exploit

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Level 7 Encounter Exploit

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Level 9 Daily Exploit

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Level 10 Utility Exploit

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Paragon Path, Drunken Master

“Ah, good stuff! That last one really hit the spot. Now we can really begin the fight.”

Prerequisite: Drunkard theme or monk

You have mastered the technique of drunken boxing, a fighting style that specializes in staggering, unpredictable movements. Your enemies never know when you are going to strike or which way you will move. While sober you are a fearsome foe, and only become more deadly and agile after a few drinks. Care is needed: while you are skilled at fighting while tipsy it is easy to drink too much and risk passing out.

Drunken Master Path Features

Relaxed Limbs (11th level): Once per encounter, you can reroll an Acrobatics check but must use the second roll. While Intoxicated you instead use the higher of the two results.

Tipping Point (11th level): You ignore all penalties and negative effects from Intoxication and drinks until you reach the Hammered state. Additionally, every time you consume an alcoholic drink you gain +1 bonus to Athletics, Acrobatics, and Bluff checks until the end of your next turn. You can gain this bonus a number of times per day equal to your primary ability modifier.

Unexpected Precision (11th level): When you spend an Action Point to make an extra attack, enemies that you hit with that attack are weakened until the end of their next turn.

Clarity of Spirits (16th level): When you hit with a melee attack you gain a +2 bonus to your Reflex defence until the start of your next turn.

Drunken Master Exploits

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Paragon Path, Unyielding Inebriate

“I feel no pain… or my legs.”

Prerequisite: Drunkard theme, barbarian, or fighter

While alcohol knocks most people on their back it keeps you on your feet. You are oblivious to most damage, shrugging off what would topple an ordinary person. Long after you should have fallen down you continue to stand and take blows. Nothing seems to phase you except and empty wineskin.

Unyielding Inebriate Path Features

Accustomed to Disorientation (11th level): When you spend an Action Point while prone, slowed, or dazed you gain an additional move action.

For Medicinal Purposes (11th level): You ignore all penalties and negative effects from Intoxication and drinks until you reach the Hammered state. Additionally, every time you consume an alcoholic drink you gain 5 temporary hit points. You can gain this bonus a number of times per day equal to your primary ability modifier.

Slap to the Face (11th level): When you are critically hit you gain resist 10 to all damage until the end of your next turn.

I Get Up Again (16th level): When you succeed on a death saving throw you can spend your second wind.

Unyielding Inebriate Exploits

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Epic Destiny, Innkeeper

“I remember back when I was your age, around when I first started hanging out in this smelly, dirty hole and began risking my life guarding caravans and delivering strange objects. Now look at me, I OWN the smelly, dirty hole!”

Prerequisite: 21st level, must own an inn, bar, or tavern

While your former companions have abandoned their small town roots to become lords or eternal champions or gods, you have remained true to your values. Like so many retired adventurers before, you decided give back to the community by purchasing and operating a drinking establishment.

Your path starts by purchasing an inn or tavern, possibly one in your old home town or current residence. Your establishment might in a small town, built on a crossroads connecting towns, in a larger city, or even a thriving metropolis. In fact, you might even decide to set-up shop in a plane other than the natural world. You might run a bar in the chaos of the elemental planes, a treetop tavern in the fey realms, or an Astral bar and grill atop the body of a hibernating god.

Despite the seeming simplicity of your destiny there are complications. The task falls to you to keep the peace in a potential ruckus tavern, and keep drunken adventurers from misbehaving. You have the unenviable task of telling the sloshed bugbear that he missed last call, and confiscating the weaponry from the halfling rogue, while collecting the bar tab from the drinker able to control minds, and ending bar fights between patrons who can summon fire elementals and call down celestial light.

Immortality

Innkeepers have one of the surest forms of immortality, living on in the stories and memories of their patrons.

A Quiet Life: You do not have a true Destiny Quest. Unlike your friends you choose to willingly give up the adventuring life and settle down. You make it your mission to raise and educate the next generation of heroes, steering them down the right path and offering both advice and cool drinks.

Instead of protecting the world you settle for protecting your establishment. While sometimes you feel you could be doing more you recognize the fact your young patrons will never learn if you help them out of every jam. Besides, keeping order in an bar for adventurers is an epic task all its own.

Sometimes a small quest is required. The current owner of an inn might require that you prove yourself before they will pass ownership. This is especially true if the inn is an existing haven for adventurers or the bar is in an unusual location.

Inkeeper Features

A Friendly Ear (21st level): Increase your Charisma and another ability score of your choice by 2.

A Place to Call Your Own (24th level): When you take an extended rest in your establishment you gain an extra action point. If this action point is not used by the start of your next extended rest it vanishes.

Everyone Knows Your Name (24th level): You have a reputation. Pick two skills out of Bluff, Diplomacy, Intimidate, or Streetwise. You gain a +2 bonus to your chosen skills.

A Good Night’s Sleep (30th level): When a party member spends the night in your establishment all ailments and status effects are removed including blindness, deafness, disease, poison, petrification, and death.

Inkeeper Power

Inkeeper 26

Feats

Improved Drunken Boxing

Prerequisite: Drunkard theme

Benefit: If you have combat advantage against the target of drunken boxing , on a hit the target is pushed 1 square.

Drunken Monk

Prerequisite: drunkard theme, monk, Flurry of Blows class feature

Benefit: When your Flurry of Blows power is triggered by drunken boxing, one target of your Flurry of Blows is dazed until the end of their next turn.

Drunken Barbarian

Prerequisite: drunkard theme, barbarian

Benefit: If you hit with drunken boxing while raging you knock the target prone.

Tavern Brawler

Prerequisite: Con 13

Benefit: You ignore all penalties from the Intoxication disease track until you reach the Hammered state. This does not apply to the additional penalties from drinks.

Additionally, you can pick up or retrieve a stowed beverage and consume it as a single minor action.

Violent Drunk

Prerequisite: Str 13

Benefit: While Intoxicated you gain a +2 feat bonus to weapon damage rolls.

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About the Author

David aka Jester has contributed to the Powersource Podcast, Goodman Game's "Book of Rituals", "Dragon" magazine, and has been a longtime member of the Ravenloft fan-community the "Fraternity of Shadows". His semi-regular blog can be read on the Wizards of the Coast community site. Follow him on Twitter at: twitter.com/DnDJester