Kaj Slein sat on the steps of the blackened manse, watching as Orda spoke with their contact. The man had brought a fair amount of muscle with him, more than was really called for and his reputation was unsavory. Kaj eyed the man. He was fat and red-cheeked, mounted on a steel horse. As Kaj watched, the contact produced a wineskin and squeezed a jet of blood-red liquid into his mouth. His grin, already somewhat off-putting, became diabolical. Arcane lights flashed in his eyes.
All the hairs on Kaj’s back stood on end. He leaped to his feet, too late. With a gesture, the drunken mage sent a wave of fire sweeping over Orda’s form.
With Orda down, Kaj chose the better part of valor. Turning, he grabbed the loot, and ran like hell.
Drunken magi are hard to spot. Is that rat-faced beggar, hugging a wine-skin to his bony chest in the alleys of Katabis, a drunken mage? What about that tall, lovely elf lady savoring a glass of golden moonwine? Or those young men, laughing and slapping each other on the back as they weave genially down the alley? It’s hard to say.
Like witches, drunken magi are everywhere. Unlike witches, they’re a lot harder to spot. Most drunken magi avoid attention. People don’t like them. Sorcerers are bad enough, but there are schools and guilds and things to train them. All a drunken mage needs is a tankard of beer and he’s shooting fireballs out of his ass and thinking its great fun. At least until they sober up and realize they’ve burned down half the village.
A lot of drunken magi choose not to use their powers. They live as teetotalers, avoiding all manner of drink. Some call for a prohibition on alcohol in general. Some are used as examples of the evils demon-rum can produce.
Then there are the drunken magi who like using their powers. They like having a sip of wine, letting their hair down and casting magic missile. A lot of these people know that the name, drunken mage, is a misnomer. You don’t actually have to get drunk to use your powers, it’s just a lot of drunken magi are also alcoholics. The gods like their little jokes, even if no one else thinks they’re funny.
Hit Points
Hit Dice: d6
Hit Point at 1st Level: 6 + Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Con modifier per drunken magi level after 1st.
Proficiencies
Armor: None
Weapons: Club, Mace, Quarterstaff
Tools: Brewer’s tools
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion and Religion
Drunken Spellcasting
Like traditional sorcerers, you have magic inside you. However, the magic within you needs a little lubrication to emerge. In short order, you have to drink something alcoholic to access the magic. You don’t need an arcane focus or traditional spell components, all you need is a bottle of wine, a cask of ale or some jagerbombs. You are a drunken magi.
As a drunken magi, spellcasting doesn’t work for you like it does for most other spellcasters. You can’t cast cantrips or perform rituals. At 1st level, you can cast any 1st level Sorcerer spell a number of times equal to your charisma modifier. When you have exhausted this number, you can continue to cast spells but at a penalty. For each of these bootleg spells you cast, you lose one HP per spell level. A 1st level spell will cost you 1 HP, a 2nd level spell will cost you 2 HP, etc.
As you progress, you gain access to addition spell levels at higher drunken magi levels. You gain access to second level sorcerer spells at 5th level, third level spells at 10th level, fourth level spells at 15th level and fifth level spells at 20th level.
You don’t regain ordinary spellcasting until you finish a long rest.
Ordinary Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for an ordinary sorcerer spell you cast and when making an attack roll with one.
Ordinary Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Ordinary Spell attack modifier = your proficiency bonus + your Charisma modifier.
Bootleg Spellcasting Ability
Until you finish a long rest and regain your ordinary spellcasting ability, you can cast bootleg spells. Charisma is also your spellcasting ability for these bootleg spells. However, you do not get to add your proficiency bonus to bootleg spells save DC and you get no attack modifier.
Bootleg Spell save DC = 8 + Charisma modifier
Bootleg Spell attack modifier = Zero
Lucky Drunk
Starting at 2nd level, you have advantage on saving throws against being charmed.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or two ability scores of your choice by 1. As usual, you cannot raise an ability score above twenty using this feature.
Tough Drunk
When you reach 6th level, you can attempt to regain all expended hit points. Roll a d20; if the result is 15 or higher you regain all lost hit points. After you use this feature, you cannot use it again until you finish a long rest.
Double Vision
Starting at 9th level, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within your line of sight. You must be drinking to gain this benefit.
Bar Fly
At 13th level, on your turn, you can use a bonus action to fly 30 feet without provoking attacks of opportunity. You must be drinking to gain this benefit.
Hair of the Dog
When you reach 18th level, if you take direct damage from a spell, you regain HP equal to half the damage dealt. You must be drinking to gain this benefit.
Drunken Spellcasting Master
You have reached the pinnacle of drunk magery; you can now cast 5th level sorcerer spells.
No comments:
Post a Comment