Pugilist Fight Club: Drunk Tank v.2.0

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.

Mixologist

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.

Bottle Service

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 for the first hit and then slashing damage for the second before it breaks and is no longer usable.

Debauchery

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 minute and gives you disadvantage on all Intelligence checks.

Imbibery

d20 Effect 1 You puke a putrid bile in a 10 ft. cone, losing any potion effects or stances you have gained within the past minute. 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 turns. 2–5 You belch, throwing yourself off balance. You gain disadvantage on all attack rolls and enemies get disadvantage on all attacks against you. These effects end at the start of your next turn as you regain your compusure. 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 https://www.deviantart.com/samyangart/art/Bar-Fight-156547291

Bar-room Blitz

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 for one minute.

Additionally, after at least a half hour of solid drinking at any suitable drinking establishment you may go on a bender once a week. You enter a stance of your choice for a number of hours equal to your CON mod but you may cast the spell commune using it ask 3 questions of the city or town you are in. You lose control of your character during this time for up to 8 hours. The Investigation DC to locate you is equal to your Moxie save DC but if you are allowed free rein of action for at least 3 hours you are impossible to find until morning without magical means and you receive the answers from the spell in a manner of the DM's choosing.

In addition to the abilities you gain from Bottle Service, potion bottles are now considered to be magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Hardened Gut

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 at the beginning of your turn, without imbibing, whenever you are already in one. You cannot alter or extend the duration of your stances with this ability.

Purposeful Swagger

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 have also mastered the techniques from either of your Imbibery stances well enough to gain the Momentous Momentum and Wrestle S-Leg features for each.

Long Nap

At 20th level, you have mastered pugilism, gaining your usual 20th level Pugilist ability, Peak Physical condition. Ironically enough, your liver also expires and you die.