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Swaying Edge

Some unfortunate souls have been broken by this worlds horrors for quite some time, finding solace in maintaining a state of drunkenness.
LevelProficiency BonusFeaturesAlcohol Tolerance
1st +2 Alcohol Bolster 1
2nd +2 Uncontrolled Swings, Custom Feature 1
3rd +2 Ability Score Improvement 2
4th +2 Momentary Concentration 2
5th +3 Numbed Nerves 3
6th +3 Ability Score Improvement 3
7th +3 4
8th +3 4
9th +4 Ability Score Improvement 5
10th +4 Drunkard’s Luck 5
hit dice:
hit points at 1st level: 3 + Your Constitution Score
hit points at higher levels: 3 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies: Simple Weapons, Sabers
tools: One tool of your choice
saving throws: Strength, Constitution
skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, and Performance
starting equipment:
spellcasting:
class features:

Alcohol Bolster

You gain a boost while intoxicated in combat. At the start of every round, you may choose to drink from a bottle in your inventory. Doing so requires you to have a free hand, but does not consume an action, bonus action, or reaction.   Upon drinking from a bottle, you must roll on that liquor's Alcohol Table at the start of every round until combat ends, utilizing a d20. When you do, add your Alcohol Tolerance to the total of the roll. Then compare your rolled total to the table: you will receive either a buff or a debuff that will last until the start of the next round, wherein you will roll again.  

Uncontrolled Swings

Starting at 2nd level, you can make an unarmed strike as a bonus action when you spend an action to make a weapon attack. In addition, your unarmed strikes now use a 1d4 for its damage die.  

Custom Feature

By 2nd level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.  

Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th 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.  

Momentary Concentration

By 4th level, you’ve learned to store a bit of energy for when you need to push through the negative effects of your chosen drinks. Twice per long rest, you may ignore the negative effects of your alcohol for a turn.   At 7th level, you may use Momentary Concentration three times per long rest, instead of twice.  

Numbness

By 5th level, you've began to feel abnormal coldness from your choice of drink. Choose one of the following options below.   Numbed Mind. Whenever you would receive Stress from any source, reduce the incoming Stress by 1 if the number received is equal to or greater than 2.   Numbed Body. You gain a permanent damage reduction from all forms of damage. Any time you would take damage from a melee weapon, ranged weapon, firearm, saving throw, or environmental hazard, reduce the incoming damage by 2.  

Drunkard’s Luck

On rare occasion, what appear to be miracles start occurring for you by 10th level. Once per long rest, you may add a d12 to any d20 roll, including rolls that typically do not have modifiers, such as Death Checks. You can add this d12 before or after you see the roll, and even after the DM determines the result.
subclass options:

Created by

Dungeon_builder14.

Statblock Type

Class Features

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