🎲 D&D Companion

Brewmaster

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Bouncer

cols A-D · levels 2-8 · 9 abilities
LvlCellAbilityCostRules
2A2Miscellaneous Weapon ProficiencyPassivePassive. You gain +2 to all Attacks when using an unconventional object as a weapon.
2B2One-TwoPassivePassive. Requires Unarmed, or wielding a Miscellaneous weapon. If you make 2 successful Basic Attacks in one turn, you may add 1d10 damage to the second attack. Light Attack vs Fortitude.
2D2Liquid CouragePassivePassive. When brewing your Famous Stout, you may pick 1 affliction - Poison, Fear, Disease, or Curse. Whoever drinks the Stout removes all afflictions of that type. Crafting: Food/Beverage.
4A4Knockout4 act4 actions. Attack an adjacent target for 2W damage. If the attack brings them to 0 Hit Points, you gain +5 Temp HP and +2 Athletics and Reflex for 3 turns. This will sober you 1 stage of drunkenness. Light Attack vs Fortitude.
4B4BrawlerPassivePassive. Your Unarmed attacks bypass up to 8 armor. Light Attack vs Fortitude.
Upgrades:
  1. Brawler + (L5) — Bypass up to 16 armor.
4D4On The RocksPassivePassive. The drinker of your Famous Stout becomes immune to blinding, deafening, stuns, moving against their will, and intimidation for 10 turns. It now brings down the drinker 4 stages of drunkenness for the same duration. Crafting: Food/Beverage.
6A6Bowl Over5 act5 actions. You charge to a spot from up to 7 spaces away. Once there, roll 1d6. On a 3+, you trip all adjacent targets. This will sober you 1 stage of drunkenness. Athletics vs Fortitude.
6B6BoxerPassivePassive. Whenever you use a Basic Attack in battle, it increases the damage and accuracy of your next Basic Attack by +1. This effect stacks until the battle ends.
8B8One-Two-ThreePassivePassive. While you are Unarmed, or wielding a Miscellaneous weapon, you may make a Basic Attack after every Move action, free of action cost.

Bartender

cols E-F · levels 1-4 · 5 abilities
LvlCellAbilityCostRules
1E1Famous Stout24 act24 actions. Requires herbs and a liquid container. You concoct your Famous Stout. Whoever drinks the Stout gains a +3 bonus to 1 Skill for 10 turns. This will also bring down the drinker 2 stages of drunkenness for the same duration. Must roll 10+ Crafting: Food/Beverage.
2E2Shaken, Not StirredPassivePassive. When brewing your Famous Stout, you may choose 1 extra effect: -The drinker heals 2d6+2 HP. -The drinker gains +1 Armor for 10 turns. -The drinker gains +5 Will for 10 turns. -The drinker heals 1d4 HP each turn for 10 turns. Crafting: Food/Beverage.
2F2Sobering Brew24 act24 actions. Requires herbs and a liquid container. You concoct a potion. When drunk, the potion heals 1d4 HP and sobers up 1 stage of drunkenness each turn until completely sober. Must roll 14+ Crafting: Food/Beverage.
4E4Afternoon DelightPassivePassive. When brewing your Famous Stout, you may choose 1 extra effect: -The drinker can communicate with plants and animals for 5 turns. -The drinker can fly 1 space per action for 10 turns. -The drinker becomes invisible for 10 turns. It now brings down the drinker 4 stages of drunkenness for 10 turns. Crafting: Food/Beverage.
4F4Dragon Brew24 act24 actions. Requires herbs and a liquid container. You concoct a brew. When drunk, it gives the drinker Fire Breath for 3 turns. Each turn, the drinker belches out fire in a line up to 2 spaces away. Enemies caught in the fire take 2d12 fire damage. This also brings the drinker down 1 Drunk stage. Must roll 18+ Crafting: Food/Beverage.

Merrymaker

cols H-H · levels 2-8 · 4 abilities
LvlCellAbilityCostRules
2H2Stagger4 act4 actions. Roll 1d6. Depending on the outcome, you gain or lose Move actions for 3 turns: 1: -2 Move actions 2: -1 Move actions 3: +1 Move actions 4: +2 Move actions 5: +3 Move actions 6: +4 Move actions
4H4BalancedPassivePassive. You no longer need to roll a d20 when moving while drunk.
6H6SprightlyPassivePassive. You no longer suffer a Dexterity penalty when drinking.
8H8What Happened12 act12 actions. Must be at least Hammered. If no one is paying attention, you move to any space in the vicinity. This does not guarantee that you can return from that spot safely, and you will not remember how you got there. This will sober you 2 stages of drunkenness.

Beouf

cols J-K · levels 2-6 · 5 abilities
LvlCellAbilityCostRules
2J2Drunken SpecialistPassivePassive. For each stage of Drunkenness you reach, you may add +4 Temporary HP, +1 to melee damage, or +2 to Intimidate.
2K2Dodgy Drunk3 act3 actions. Must be at least Drunk. For the next 4 turns, you may add your Perform score to your Reflex. After 4 turns, this will also sober you 1 stage of drunkenness. Must roll 14+ Acrobatics.
4J4HallucinationPassivePassive. While drunk, you are immune to all Intimidations, Taunts, and Fear effects.
4K4Comfortably Numb3 act3 actions. Must be at least Drunk. You lose all feeling, doubling your Armor for 5 turns. At the end of 5 turns, though, all damage you would have taken without the Armor bonus hits you all at once. After 5 turns, this will also sober you 2 stages of drunkenness.
6J6Iron LiverPassivePassive. You are now immune to poisons, and gain +4 Armor against Bludgeoning attacks.

Drunken Master

cols M-N · levels 2-8 · 8 abilities
LvlCellAbilityCostRules
2M2BrewerPassivePassive. When mixing a drink, you gain +3 Food/Beverage Crafting, and get a critical success on a roll of 19-20.
Upgrades:
  1. Brewer + (L3) — +3 Food/Beverage Crafting, and get a critical success on a roll of 18-20.
  2. Brewer ++ (L4) — You may take the higher of 2d20 Food/Beverage Crafting rolls.
2N2Douse2 act2 actions. Drenches a target within 3 spaces in alcohol, making them flammable. If they fire damage, they will always light on fire. Finesse Attack vs Reflex.
4M4Detect PoisonPassivePassive. You can detect all poisons or rotting food within 2 spaces.
4N4Drunken AnticsPassivePassive. On your d20 rolls of 1, you shock and amuse all targets focusing on you, stunning them on their next turn.
6M6Drunken SavantPassivePassive. Pick 2 skills. When using these skills while drunk, you gain +3 to rolls and are allowed 1 reroll per battle. Must be at least Drunk.
6N6Drunken TonguePassivePassive. Must be at least Drunk. You can speak fluently with others who are at least Drunk, regardless of what languages you know when sober.
8M8No, You're Drunk!XX actions. Must be at least Hammered. You may replicate any attack, physical or magical, that has been used against you in this battle, one time. You must use the same skill as the original attack. This will sober you 2 stages of drunkenness.
8N8WittyPassivePassive. You no longer suffer an Intellect penalty when drinking.