Oath of the Black Bottle (5e Subclass)
From D&D Wiki
Alcohol has been a part of mortal culture since we were able to speak, and some of the gods recognize and celebrate this. Paladins who follow the Oath of the Black Bottle use alcohol to transcend mundane awareness, channelling the divine power of drunkenness through their bizarre and uncanny fighting style. Their vows are hedonistic, but generous and chivalrous.
Tenets of the Black Bottle
Mischief. Remind people that life is never hopeless, and remind them not to take themselves too seriously.
Empathy. Alcohol brings one's humanity to the forefront. Recognize your fellow mortals and do right by them.
Diligence. To drink is to exercise willpower and self-control, and to channel your impulses through a steady hand.
Transcendence. Alcohol is not simply for entertainment; it is also a divine substance. Use it mindfully.
Oath of the Black Bottle Spells
|3rd||heroism, ray of sickness|
|5th||blur, zone of truth|
|9th||hypnotic pattern, slow|
|13th||freedom of movement, staggering smite|
|17th||legend lore, mislead|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Depth Perception. As a reaction to being targeted with an attack, you can force all attacks that target you to be rolled with disadvantage until the beginning of your next turn.
Drunken Valiance. As an action, you can present your holy symbol (or a drinking vessel) and confidently declare your inevitable victory. All allies within 30 feet of you that can see or hear you gain a number of temporary hit points equal to twice your proficiency bonus and cannot be frightened until the beginning of your next turn. If an affected ally is frightened when you use this ability, they are no longer frightened.
When you take this Oath at 3rd level, you no longer suffer the effects of being drunk until you have had a number of drinks equal to your Constitution modifier + your Charisma modifier (but you still count as being drunk as normal).
Also at 3rd level, you gain proficiency with unarmed and improvised weapons, and you can use your Divine Smite ability with attacks using unarmed and improvised weapons. You may add your Strength or Dexterity ability modifier to the damage of offhand attacks, and unarmed and improvised weapons count as Light for you for the purpose of dual wielding.
As long as you are drunk, allies around you share some of your uninhibited energy. Starting at 7th level, as long as you are drunk, allies within 10 feet of you can add your Charisma modifier to Constitution and Charisma saving throws they make.
Starting at 18th level, this aura's range increases to 30 feet.
At 15th level, you have internalized the swagger of drunkenness to the degree that you are physically hypercompetent while drinking. As long as you are drunk, you have advantage on skill checks that rely on Strength, Dexterity, and Charisma, and you have advantage on Dexterity saving throws against effects you can see (such as traps and spells).
At 20th level, you have unlocked the true potential in alcohol. As long as you are drunk, you gain the following benefits:
- You add your Dexterity modifier to your AC, regardless of the type of armor you are wearing.
- You can take an additional bonus action on each of your turns.
- You are immune to being charmed, grappled, frightened, paralyzed, petrified, poisoned, and possessed.
- You stop aging and you do not need to eat or drink.