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 are a club of pugilists who get a little too rowdy. They often surprise even themselves with their movements.


When you choose this fight club at 3rd level, you gain proficiency in Brewer's Supplies. You may use a short rest to create cocktails with your supplies.


As a bonus action, you can imbibe any alcohol whose bottle-worth exceeds 1 gp, or any cocktail you mixed. You can enter random combat stances which enhance your abilities.

Roll on the Imbibery table to determine effects.

d20 Effect
1 You puke a putrid bile in a 15 ft. cone, losing your last meal and becoming Poisoned for one round. Those in the cone must make a Constitution saving throw (DC 10) or be Poisoned for 1 minute. A successful save ends their condition.
2–5 You belch, gaining disadvantage on attacks as you throw yourself off balance. Enemies get disadvantage on 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.
16-20 You enter the Flow-Fall stance.

Your stances last a number of turns equal to your Pugilist level.

Hardened Gut

At 11th level, your digestion is used to obscene amounts of drinking. You gain expertise in constitution saving throws, and may swap between stances as a bonus action, without imbibing.

Permanent Swagger

At 17th level, you are so used to drinking that you rarely feel sober. Your stances last until your next short or long rest.

Long Nap

At 20th level, your liver expires, and you die.

Stance: Stagger Step

You appear to stumble and stagger but you are in complete control of your momentum. You gain the following benefits:

Bob and Weave. If you succeed on two melee attacks, you can dodge or disengage as a reaction.

Fade and Evade. If you perform The Old One-Two and hit with both attacks, your movement speed increases by 10ft for the rest of your turn.


At 6th level, you are able to move more rapidly. If you take the dash action while in this stance you may spend a moxie point to make an unarmed melee attack against a target as a bonus action. This attack is made with advantage, gains the reach property and also counts as a shove attempt if it hits. At the end of this turn you fall Prone.

Momentus Momentum

At 17th level, you stumble incessantly. After every successful attack against a creature, you may spend 1 moxie to gain 5ft of movement until the end of turn.

Stance: Flow-Fall

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 caused by spells that you can see.


At 6th level, you can stumble and redirect your opponents' momentum. When a creature misses you with a melee attack, you can spend 1 moxie to attempt to redirect their attack as a reaction. Perform a grapple check. If you succeed, the attack hits a different creature of your choice within your reach, and you then swap places with the attacker. On a fail, the attacker is shoved.

Wrestle S-Leg.

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 as one action. On success of each, the target is knocked prone, and you ungrapple them.

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