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The Drunkard (Class)
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The Drunkard (Class)

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The Drunkard and its three archetypes is a low Hit Point, low AC, low talent class that excels in melee combat.

Both of its survival and competence rely on being as inebriated as possible. However, if it becomes too inebriated, it accumulates penalties and eventually unconsciousness.

Playing this class requires a careful balance between being drunk enough to be powerful, while being sober enough to have room in your belly for more alcohol which you will need to stay alive, without drinking yourself into a stupor.

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Discussions (3)
Customer avatar
James D October 07, 2016 1:40 pm UTC
Does the Temporary HP from downing a beverage stack? For example, at level 2, if I use two bonus actions (over two rounds, obviously) to down a beverage, would I end up with 2d4+8 temp hp?

Also, does Pick on the Weak Harder stack on Pick on the Weak?
Customer avatar
Gerard S October 20, 2016 4:01 am UTC
Firstly, sorry for the late response. There has been a tragedy in my family and I haven't looked at this or anything roleplaying related (or online in general even) for quite some time.
As for your questions:
As a default, no temporary hit points stack with one another regardless of how they are acquired. That remains true for downing a beverage. The only temporary hit points that do stack are from the Whiskey Knight's Drunken Inspiration ability. Those stack because they explicitly state they do (which allows it to override the general rule).
As for pick on the weak and pick on the weak harder, yes they both stack. They both have the same trigger, but they provide different effects - one gives temporary hit points to the user and the other heals the user. Both abilities combine for a complimentary effect.
Customer avatar
James D October 20, 2016 5:22 pm UTC
Sorry to hear about your family. Thanks for the clarification! I missed that Pick On The Weak Harder was regaining HP, not Temp HP.
Customer avatar
August 17, 2016 7:36 pm UTC
Enjoying this class quite a bit.
Customer avatar
Gerard S August 19, 2016 7:23 am UTC
That is great to hear!
The active defenses require more strategic thought in combat, rather than simply whacking things and letting your AC do all of the work.
Customer avatar
August 19, 2016 3:28 pm UTC
Yeah, it is a fun mechanic. I did have a player ask me a question about the "This Fight Just Got Real". It says you gain an additional damage die to your melee weapon attacks whenever you are at or below half your maximum hit points. Do temporary hit points count towards this? Personally I would say yes, they do, but I was curious what you intended.
Customer avatar
Gerard S August 21, 2016 8:57 am UTC
The intention is no.
Basically the point is that the character can choose how he fights during any given battle. He can be tanky by actively trying to keep himself at full hit points with the benefits of temporary hit point spam on top of that; or he can be a whole lot squishier but high damaging by keeping himself below half hit points and relying on those temporary hit points for survival.
Customer avatar
August 22, 2016 3:35 pm UTC
Ah ok, that makes sense. For some reason I thought temporary hit points normally stacked and was thinking, "Wait... Why wouldn't someone just have their party damage them and then tank up on temporary hit points after?" Looked up how temporary hit points work and realized my error. XD They could still do this, but they would be as you said, squishier. I like this, it is a good balance. Thanks for answering my question. Liking this class even more.
Customer avatar
Terrance G June 15, 2016 9:43 am UTC
Which edition of D&D is this best to play with? 5e?
Customer avatar
Gerard S June 25, 2016 3:36 am UTC
Yes, 5e.
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File Last Updated:
February 15, 2016
This title was added to our catalog on February 08, 2016.