Pugilist Fight Club: Drunk Tank
Drinking is a an act that many engage in, but few are defined by. Often, for the better, of course. There are those who take their alcoholism in a different direction, however. Bobbing and weaving between blows, belching bile, and occasionally passing out, the Drunk Tank is the club for pugilists who get a little too rowdy.
When you choose this fight club at 3rd level, you gain proficiency in Brewer's Supplies and may spend up to 1 hour during a long rest mixing a cocktail called the Pugilist's Punch which goes stale and loses all value in 24 hours. Materials cost is 1sp of liquor or beer per cocktail and you roll your fisticuffs die to see how many you created.
You are adept with what is most often close at hand and may gain advantage on the first attack you make with a bottle if you just downed it this turn. When you hit with a bottle it deals its damage using your fisticuffs die as bludgeoning damage and then slashing damage before breaking.
You can drink like a fish, a fish with some real issues. Starting at 3rd level, you may consume any reasonably sized bottle of liquid whose worth exceeds 1 gp (potions included), or any cocktail you mixed, as a bonus action. If you consumed an alcoholic beverage in this way you must roll on the Imbibery table to determine its effects. If you enter either the Stagger Step or Flow-Fall stance it lasts for a number of rounds equal to half your pugilist level and gives you disadvantage on all Intelligence checks.
|1||You puke a putrid bile in a 10 ft. cone, losing any potion effects or stances you have gained within the past minute. You, and all creatures in the area, must make a Constitution saving throw (DC 10 + CON mod) or be Poisoned for 1 minute. They can repeat this saving throw at the end of each their subsequent turns to end this condition.|
|2–5||You belch, throwing yourself off balance. You gain disadvantage on all attacks and enemies get disadvantage on all attacks against you. These effects end at the start of your next turn.|
|6–10||You gain one temporary moxie point, which does not stack with other temporary moxie points.|
|11-15||You enter the Stagger Step stance. (see pg. 2)|
|16-20||You enter the Flow-Fall stance. (see pg. 2)|
Artist: SamYangArt on DeviantArt
At 6th level, even a little booze can trigger your bar-room maneuvers. Once per long rest you may spend one moxie to enter an Imbibery stance of your choice as a bonus action. Additionally, after at least a half hour of solid drinking at any suitable drinking establishment you may also enter a stance of your choice and gain disadvantage on Intelligence Saves for a number of minutes equal to your CON mod. If you enter a stance in either of these ways, you must concentrate on it as if it were a spell. If you lose concentration on your stance or allow it to end you must immediately suffer the first effect of the Imbibery table and puke in a random direction.
In addition to the abilities you gain from Bottle Service, Magical potion bottles are now considered to be magical for bypassing resistance but not immunity when you attack with them.
At 11th level, your body is used to your obscene drunkenness. You gain expertise in constitution saving throws and may spend your action and half of your movement to automatically puke, as per the Imbibery table ending one effect on yourself that is causing you to be poisoned. You have also mastered your muddled motions and may swap between Imbibery stances as a bonus action, without imbibing, whenever you are already in one. You cannot alter or extend the duration of your stances with this ability.
At 17th level, you are so used to drinking that you can tailor your buzz to the occasion. You may now roll on the Imbibery table twice, choosing either result, when you Imbibe. You also gain advantage on the first attack roll you make every turn if that attack is made with Improvised Weapons that would usually be found in a bar. (e.g. Pool cue, stool, bottle.)
At 20th level, you have mastered pugilism, gaining your usual 20th level Pugilist ability, Peak Physical condition. Ironically enough, your liver also expires, killing you.
'The images below this text are the stains!'
Stance: Stagger Step
You appear to stumble and stagger but you are in complete control of your momentum. You gain the following benefits:
Fade and Evade. If you hit twice with The Old One-Two, your walking speed increases by 10ft until the end of your next turn.
Bob and Weave. After hitting with two consecutive melee attacks using your fisticuffs die, you can dodge or disengage as a bonus action.
At 6th level, you are able to move more rapidly and build up your seemingly random momentum to unleash it upon your foes. When you take the Dash action, you may make an unarmed melee attack as a bonus action on a creature within reach if you have moved up to 20 feet towards them. If you miss, you must then immediately fall prone. If you spend at least 1 moxie point you can choose to add one of these benefits for the attack, spending additional moxie to add more effects. You cannot choose the same effect twice.
|1||You may make a free shove attempt against the target. You may attempt to shove creatures up to two sizes larger than you and can ignore Disadvantage on attempts versus creatures only one size larger than you.|
|1||You may make a free grapple attempt against the target. If it is flying, you immediately force it to drop 10ft.|
|2||The attack deals 1d4 extra damage for every 5 feet you ran in a straight line towards the target.|
|2||The attack is made with advantage and gains the Reach property.|
|3||You may also make an unarmed melee attack against a number of creatures within 5ft of your target equal to your Strength modifier. You do not add your Strength modifier to the damage of any of these extra attacks. Other Stumble-Strike benifits only apply to the primary target of your attack.|
At 17th level, your stumbling is incessant. After every successful attack against a creature, you may spend 1 moxie to immediately shove them, and gain 5ft of movement until the end of turn.
Your posture appears to go loose and you may even drop to the floor but your muscles are coiled to react, absorb and redirect what comes at you. You gain the following benefits:
On a Bender. You do not suffer disadvantage on melee attacks while prone. You may stand up from prone using 5 feet of movement.
Trippy Dippy. While benefitting from Brace Up, you gain advantage on Dexterity saving throws against spells and effects. You also ranged attacks that you can see.
At 6th level, you can redirect your opponents' momentum. When a creature misses you with a melee attack, you can spend 1 moxie to attempt a redirection as a reaction. Perform a grapple. If you succeed, the attack hits a target of your choice within reach, and you then swap places with the attacker. On a fail, the attacker is shoved.
At 17th level, you drift with such force that you can knock enemies prone easily. You may spend 1 moxie to make up to four grapples against seperate targets as an action. On success of each, the target is knocked prone, and you ungrapple them.