Wine Sorcery Quirks |
|
d6 |
Quirk |
1 |
To you, consuming alcohol is as much of a spiritual endeavor as it is a joyous one. |
2 |
Those wine ‘experts’ are more often than not amateurs in your eyes. |
3 |
You can tell a lot about a person by their choice of alcohol. |
4 |
You are the life of the party. Always. |
5 |
Your breath constantly smells of sweet, sweet alcohol. |
6 |
A vineyard provides for you a legitimate place of meditation and thought. |
Magic of the Vineyard
Your connection to alcoholic beverages gives you the option
to learn some additional spells that focus on muddling
perception and memory, or influencing others. When your
Spellcasting feature lets you learn a sorcerer spell of 1st level
or higher, you gain an additional spell from the list below.
These spells do not count towards the total number of spells
you know, and the spells count as a sorcerer spells for you.
Sorcerer Level |
Spell |
1st |
hideous laughter |
3rd |
zone of truth |
5th |
catnap |
7th |
confusion |
9th |
modify memory |
11th |
otto's irresistible dance |
Knowledge of Vintage
Beginning at 1st level, your knowledge of alcohol, especially
wine, has granted you insight into how alcohol and wine are
made, and how best to dish out the fun. You gain proficiency
in Brewer’s Supplies, proficiency in the Performance skill,
and you learn the friends cantrip.
Additionally, whenever you take a drink or sniff of an
alcoholic beverage, you can spend 1 minute concentrating on
the taste, aroma, and appearance of the drink to learn all of
the ingredients and methods that were used to create it, as
well as which food and dessert pairings fit best with each
alcoholic drink.
Quite the Drinker
You drink often, and thus have become accustomed to the
effects that can linger within alcohol. You are able to consume
drinks and potions as a bonus action, and you have advantage
on Constitution saving throws against poisons and toxins that
are in beverages, and the effects of being drunk.
Signature Brews
By 6th level, you have learned how to incorporate magic into
alcoholic beverages and drinks. Over the course of a long
rest, you create a number of drinks equal to your Charisma
modifier, such as wine, mead, or another alcoholic beverage,
either by having material components available to make
them, or magically transforming non alcoholic liquids, such
as water, into alcoholic beverages, such as wine. You give
each drink a name, and it becomes one of your 'Signature
Brews', and each drink is then imbued with one of the
following magical effects:
- A creature who consumes this drink can end one condition that is currently affecting them, such as being poisoned, frightened, charmed, etc.
- A creature who consumes this drink can, for 1 minute, breathe both air and water, and have advantage against the poisoned condition.
- A creature who consumes this drink feels as though nothing hurts them as much as it actually does. For 1 minute, you can reduce damage you receive by 1d6, increasing to 1d8 by 14th level.
- A creature who consumes this rink can increase their movement speed by 10 feet for 1 minute, and when knocked prone, only has to spend 5 feet of movement.
- A creature who consumes this drink feels invigorated and refreshed, and for 1 minute gains temporary hit points equal to half your sorcerer level at the beginning of each of its turns. These temporary hit points do not stack over
- time.
- A creature who consumes this drink feels as though nothing can change their mind, and is immune to the frightened and charmed conditions for 1 minute.
You regain expended drinks at the end of a long rest.
Drunkard’s Magic
At 14th level, you know how to keep precious alcohol and
other beverages free of anything nefarious. You learn the
purify food and drink spell, and can cast it at will, though it
only affects drinks and liquids.
Additionally, whenever you drink any alcoholic beverage,
you may spend 1 sorcery point to gain one d4 die that you
may spend on any attack, damage, ability check, or saving
throw.
State of Inebriation
By 18th level, you’ve learned that there is no such thing as a
wrong time to drink. As a bonus action on your turn, you may
consume an alcoholic beverage to magically intoxicate
yourself, crafted from magic through your own secret recipe.
By spending 5 sorcery points, for 1 minute, or until you are
reduced to 0 hit points or become incapacitated, while in this
state of inebriation you gain the following effects:
- Your blurry vision gives you disadvantage on attack rolls, but your inebriated strength allows you to deal additional damage equal to half your sorcerer level plus your Charisma modifier, rounded down, should you land a hit.
- You are confident in what you see, say, and think. You have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Nothing is going to harm you. You’re sure of it. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Once you use this feature, you cannot do so again until you
finish a long rest.
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