Rune
Once A Fool
Also originally posted in a thread on the Giant in the Playground forums, I present a drunken boxing option that can be used with drunken characters of any melee variety. And it can even be used sober! As usual, notes on my design decisions follow the feat.
Drunken Boxer
You are an expert in fighting with seemingly off-balance maneuvers and attacks meant to provoke your enemies into becoming actually off-balance. You can do this while sober or drunk. In addition, years of physical conditioning have given you a cast-iron gullet.
[sblock=Notes![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
There seems like a lot of feat here to also grant an ability score increase. But, fundamentally, this is a very circumstantial feat. Aside from the Con increase, only the last bullet point can be used without being poisoned, at all--and it comes at a fairly high cost.
Bullet point two is a nifty little perk that helps give the feat some broad appeal. Still pretty niche, though.
The next point is one of the two most necessary for a drunken boxing feel--it simply gives the ability for s drunk character to do things--although it does cost a bonus action, which, for a monk, is a big deal. Although, note, also, that this feat is not class-specific.
Fourth: I wanted to capture some of the old drunken master flavor, here--and provide incentive for a character to actually get drunk, while also providing a means to end the condition. I don't personally see the problem with allowing access to the full range of HD, here, as they are already a self-limited resource, but limiting the ability to a specific maximum number of HD per use should also work just fine.
And, finally, the imposed disadvantage. This is the other ability most necessary for a drunken boxing feel. In this implimentation, it can be done every round, but only against one roll per round, and only by expending an attack and a reaction (of which, incidentally, monks have a few). Trading an attack to make a single attack probably miss seems a fair trade to me and being able to make an opposed check probably succeed is a strong option--particularly since, as a reaction, it can be done on anyone's turn--even the feat-user's.
This feature is, therefore, a good option for those with Grappler and Shield Master, which both grant bonus action opposed checks. And Open Hand Monks can use a flurry to trip someone (Dex save, though, no opposed check on that one), followed by a grapple vs. disadvantage. Likewise with several Battle Master maneuvers. Synergies abound.
Note that the reaction activation keeps a raging barbarian from using the ability, so no advantaged barb vs. disadvantaged foe, but it does extend the barbarian's ability to successfully oppose checks while not raging. [/sblock]
Drunken Boxer
You are an expert in fighting with seemingly off-balance maneuvers and attacks meant to provoke your enemies into becoming actually off-balance. You can do this while sober or drunk. In addition, years of physical conditioning have given you a cast-iron gullet.
- Your Constitution is raised by 1, to a maximum of 20.
- You have resistance to damage from ingested poisons.
- If you have the Poisoned condition, you may use a bonus action to remove its effects until your next turn.
- While you have the Poisoned condition, you may, as an action, spend any number of Hit Dice to heal, as if during a short rest. Doing so immediately removes the Poisoned condition.
- Anytime you could make an attack, you may instead take a defensive stance that allows you to use a reaction to impose disadvantage on the next opposed ability check or melee attack against you. Using your reaction in this way ends the stance.
[sblock=Notes
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
There seems like a lot of feat here to also grant an ability score increase. But, fundamentally, this is a very circumstantial feat. Aside from the Con increase, only the last bullet point can be used without being poisoned, at all--and it comes at a fairly high cost.
Bullet point two is a nifty little perk that helps give the feat some broad appeal. Still pretty niche, though.
The next point is one of the two most necessary for a drunken boxing feel--it simply gives the ability for s drunk character to do things--although it does cost a bonus action, which, for a monk, is a big deal. Although, note, also, that this feat is not class-specific.
Fourth: I wanted to capture some of the old drunken master flavor, here--and provide incentive for a character to actually get drunk, while also providing a means to end the condition. I don't personally see the problem with allowing access to the full range of HD, here, as they are already a self-limited resource, but limiting the ability to a specific maximum number of HD per use should also work just fine.
And, finally, the imposed disadvantage. This is the other ability most necessary for a drunken boxing feel. In this implimentation, it can be done every round, but only against one roll per round, and only by expending an attack and a reaction (of which, incidentally, monks have a few). Trading an attack to make a single attack probably miss seems a fair trade to me and being able to make an opposed check probably succeed is a strong option--particularly since, as a reaction, it can be done on anyone's turn--even the feat-user's.
This feature is, therefore, a good option for those with Grappler and Shield Master, which both grant bonus action opposed checks. And Open Hand Monks can use a flurry to trip someone (Dex save, though, no opposed check on that one), followed by a grapple vs. disadvantage. Likewise with several Battle Master maneuvers. Synergies abound.
Note that the reaction activation keeps a raging barbarian from using the ability, so no advantaged barb vs. disadvantaged foe, but it does extend the barbarian's ability to successfully oppose checks while not raging. [/sblock]