Whiskey Witch (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 11-9-16
Status: Complete
Editing: Mechanical changes are fer sober ppebbel...
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Whiskey Witch[edit]

It is not certain what makes a whiskey witch. Perhaps they have an inborn sorcerous talent which only awakens in the presence of copious amounts of booze. Maybe they have accidentally formed some elixir of magical capability while they were making bathtub moonshine. Or maybe it was that one time they woke up naked in an alley after that one-night stand with that fey which touched you. Whatever the case, you're a magic drunk now.

Making a Whiskey Witch[edit]

Abilities: Whiskey witches function off Constitution, which not only gives them incredible fortitude but also sets the DCs of their spell-like abilities. They benefit from high Dexterity in order for them to keep their balance (and improve their armor class). Strength benefits if they ever go into melee, and some of their abilities compliment that. Things like Intelligence, Wisdom, and even Charisma are afterthoughts.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Whiskey Witch

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Bottoms Up, Breath Weapon 1d6, Brew Potion, Drunken Oni Style, Intoxication, Water to Alcohol
2nd +1 +3 +0 +0 Iron Liver, Mixed Drink, Quick Draw Drink
3rd +2 +3 +1 +1 Breath Weapon 2d6, Sober Up
4th +3 +4 +1 +1 External Liver, Mixed Drink
5th +3 +4 +1 +1 Bonus Feat, Breath Weapon 3d6
6th +4 +5 +2 +2 Puffness, Mixed Drink
7th +5 +5 +2 +2 Breath Weapon 4d6, Hobo Stank
8th +6 +6 +2 +2 Improved Iron Liver, Mixed Drink
9th +6 +6 +3 +3 Bonus Feat, Breath Weapon 5d6
10th +7 +7 +3 +3 Improved Puffness, Mixed Drink
11th +8 +7 +3 +3 Breath Weapon 6d6, Beer is the Mind Killer
12th +9 +8 +4 +4 Poisoned Brew, Improved Mixed Drink
13th +9 +8 +4 +4 Bonus Feat, Breath Weapon 7d6
14th +10 +9 +4 +4 Greater Puffness, Improved Mixed Drink
15th +11 +9 +5 +5 Breath Weapon 8d6, Beer is the Little Death
16th +12 +10 +5 +5 Blood Alcohol .999, Improved Mixed Drink
17th +12 +10 +5 +5 Bonus Feat, Breath Weapon 9d6
18th +13 +11 +6 +6 Improved Mixed Drink, Superior Puffness
19th +14 +11 +6 +6 Breath Weapon 10d6, Selective Memory
20th +15 +12 +6 +6 Pour One for My Homies, Improved Mixed Drink

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Forgery (Int), Knowledge (arcana) (dungeoneering) (nature) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the whiskey witch.

Weapon and Armor Proficiency: Whiskey witches are proficient with all simple weapons, as well as the battlegolf club, greatclub, iron bar, nail bat, nerf bat, and ore fist. Whiskey witches are proficient with light armor but not with shields of any kind.

Bottoms Up: The whiskey witch receives Bottoms Up as a bonus feat.

Breath Weapon (Su): The whiskey witch can drink a quick swig of potent alcohol (generally a move action), and then breath out one of two breath weapons as a standard action at will. They may breath either a cone 5 ft/level, or a line 10 ft/level, chosen on breathing. The DC for the breath weapon is 10 + 1/2 HD + Con modifier.

Aerosol Breath: You spray the alcohol in a thin but potent mist which hangs around for 1 minute. Creatures much make a Fortitude save or be rendered intoxicated for as long as they remain in the area, and 1d4 rounds later (save negates). You are immune to your own breath weapon. The mist does not obscure vision.

Fire Breath: You ignite the alcohol as it leaves, dealing 1d6 points of fire damage every two levels, with a Reflex save for half.

Certain mixed drink options can alter the effects of these breath weapons.

Brew Potion: The whiskey witch receives Brew Potion as a bonus feat. They use their class level as their caster level, and can emulate the spell requirements with a Use Magic Device check. The DC is 15 + twice the level of the spell.

Drunken Oni Style (Ex): The whiskey witch receives Unarmed Fighting Style as a bonus feat, though they only gain the Drunken Oni Style.

Intoxication: Many of the whiskey witch's abilities require consuming alcohol. They risk intoxication each time, and some abilities require it.

Water to Alcohol (Sp): At will you may convert up to a 5 ft cube of water into the world's cheapest nastiest alcohol. It's fine for you, but others find themselves sickened for 1 round when drinking it. DC 8 to avoid becoming intoxicated.

Iron Liver (Ex): At 2nd level the whiskey witch is extremely resistant to intoxication and poison. They gain 1/2 their class level as a bonus to saves against intoxication and poison.

Mixed Drink: At 2nd level and every even level beyond the whiskey witch gains a special ability. Some of these are passive effects, while others require some manner of action. Select from the list below. Unless otherwise stated, abilities may only be selected once. The saving throw for any of them is 10 + 1/2 HD + Con modifier.

Absinthe (Su): When you drink this you hallucinate for 10 minutes, rendering you confused but treating all commands to attack as to babble incoherently. At the end, you gain the benefit of divination. You can do this a number of times per day equal to your Con modifier, or your level, whichever is lower. Further use simply renders you nauseated for 1 round. Must be 6th level or higher.

Angry Drunk (Ex): You can consume alcohol to gain the benefits of a 1st level barbarian's rage, with all the benefits and downsides. You can do this a number of times per day equal to your Con modifier, or your level, whichever is lower.

Burning Spit (Su): When using the fire breath, they make take on the shape of a ray effect out to 10 ft/level. It only strikes a single creature, but there is no saving throw. You may only use one breath-altering effect at a time.

Cures What Ails Ya (Ex): Whenever you consume alcohol, you recover 1 hp/level. You can do this a number of times per day equal to your Con modifier, or your level, whichever is lower. Further use simply renders you nauseated for 1 round.

Disinfect (Ex): You may pour alcohol on a wound as a standard action, sterilizing it and giving a +5 alchemical bonus against disease and poison for 1 hour. It hurts like crazy though.

Drink Away the Pain (Ex): Whenever you consume alcohol, you gain 1 temporary hp/level and immunity to pain effects as long as least 1 temporary hp remains. Temporary hp overlaps, it does not stack except with the temporary hit points granted through intoxication.

Exclusive Brand (Ex): You can exclude up to a 5 ft cube per level from your breath weapons, allowing you to avoid hitting your allies.

Explosive Aerosol (Ex): When using the aerosol breath, creatures have a 20% miss chance from concealment as the mist is thicker. The mist is also explosive, if it takes any fire damage it will explode dealing 2d6 points of fire damage to all creatures in the area and removing the mist effect. You may only use one breath-altering effect at a time.

Molotovs (Ex): You are treated as having an endless supply of alchemist's fire. However, they are only potent when thrown by you, returning to base water in the hands of others. Must be at least 4th level.

Sickening Aerosol (Su): When using the aerosol breath, the creatures affected are sickened as well as intoxicated. You may only use one breath-altering effect at a time.

Smoke Breath (Ex): When using the fire breath, it leaves a smoky fog cloud in its wake, which dissipates normally. You may only use one breath-altering effect at a time.

Stumbling Drunk (Ex): When intoxicated, you can choose to cut your movement speed in half and take a -2 penalty to attacks to gain a +4 dodge bonus to AC and Reflex saves, and the benefits of evasion.

Uncontrolled Strength (Ex): While intoxicated you can exert dangerous amounts of strength from yourself, losing up to 1 hp per level as a free action at the start of your turn, and gaining this on damage rolls for 1 round, and as a bonus on Strength ability checks and skill checks.

Quick Draw Drink (Ex): The 2nd level whiskey witch gains Quick Draw with any potion or other consumable object. They may also put them away as a free action. This counts as Quick Draw for the purpose of pre-requisites.

Sober Up (Sp): A 3rd level whiskey witch rarely does this as there's no joy in being sober, but knowledge of the perfect alcohol also gives them the perfect counter. As a standard action at touch range, the whiskey witch can relieve any creature of the effects of intoxication at will. This counts as a 2nd level spell, DC 12 + Con modifier Fortitude negates (harmless).

External Liver: At 4th level the whiskey witch's liver has had enough. It removes itself from its host, somehow not harming them in the process, and hooks itself up with the hemi-demi-semi-quasi-non-existent plane of livers in order to process this immense load. Also, it is sapient because magic. All in all, this gives you a liver familiar of a wizard of your level. Use the ability scores and abilities of the deep blue-ringed octopus, with a slam instead of a bite, a 30 ft fly speed (perfect), and regeneration 5 bypassed by nothing except the death of its master. It can also shoot its poison as a ranged touched attack out to 60 ft once every minute.

You are always under the effect of status with your external liver. In spite of no longer having an internal liver, you continue to act as if you had a normal liver.

Bonus Feat: The 5th, 10th, 15th, and 20th level whiskey witch obtains a bonus feat from the following list: Brew Archpotion, Heightened Potion, Potion Cache, Potion Potency, Potion Sipper, and Throw Potion. They must still meet the pre-requisites of the feat.

Puffness: At 6th level the whiskey witch gains Puffness as a bonus feat.

Hobo Stank (Ex): A 7th level whiskey witch gains the effect of Trog Skin whenever they are intoxicated.

Improved Iron Liver (Ex): At 8th level the whiskey witch becomes immune to poison, though they may still choose to become intoxicated. They may also consume any food or drink no matter how diseased or poisoned and have no side effects from it.

Improved Puffness: At 10th level the whiskey witch's soft ability damage gained by Puffness rises to 3, and the save bonus rises to +6.

Beer is the Mind Killer (Ex): The 11th level whiskey witch is difficult to control when drunk. They roll twice on saves against mind-affecting effects, and take the better of the two rolls. Even on a failed roll, the duration of the mind-affecting effect is cut in half (minimum 1 round).

Poisoned Brew (Ex): At 12th level, the already poison-immune whiskey witch can swallow any one poison (regardless of delivery type) and keep it in reserve. At any point as part of using their breath weapon, they may exhale the poison as well which affects all creatures in the area as if afflicted with the correct delivery type. You can only have one poisoned brew active at a time.

Improved Mixed Drink: The 11th level whiskey witch gains an expanded list of options to choose from with their mixed drink ability.

Bonus Feat: You gain a fighter bonus feat you qualify for, or a feat from the bonus feat list from the class itself.

Fortified Saves (Ex): Once per hour, you can use your Fortitude save in place of a Reflex or Will save.

Furious Drunk (Ex): You gain the greater rage of a 11th level barbarian. This uses the same pool of uses as Angry Drunk. Requires Angry Drunk.

Improved Disinfect (Ex): You may apply alcohol to a wound to gain the effects of remove disease and neutralize poison at will. Requires Disinfect.

Improved Stumbling Drunk (Ex): When intoxicated, you can choose to cut your movement speed in half and take a -4 penalty to attacks to gain a +8 dodge bonus to AC and Reflex saves, and the benefits of improved evasion. In addition if someone misses you with an attack of opportunity, they provoke an attack of opportunity from you. Requires Stumbling Drunk.

Nothing Left to Kill (Ex): You no longer take any penalties for being intoxicated, including ability damage. You are constantly immune to pain effects, and gain 50% fortification.

Noxious Aerosol (Su): When using the aerosol breath, the creatures affected are nauseated instead of sickened. However, the cloud only lasts for 1 round. You may only use one breath-altering effect at a time. Requires Sickening Aerosol.

Sleep it Off (Ex): If you go to sleep intoxicated, you awakened with all status effects removed by heal purged. However, you immediately awaken with a migraine.

Thermite Vodka (Su): Your fire breath ignores fire resistance, and reduces fire immunity to half damage. This doesn't count as a breath-altering effect.

Trained Fortitude (Ex): You can apply your Puffness bonuses to either Strength or Dexterity. You may select this ability twice, selecting the other choice when you do.

Greater Puffness: At 14th level the whiskey witch's soft ability damage gained by Puffness rises to 5, and the save bonus rises to +9.

Beer is the Little Death (Ex): The 15th level whiskey witch can brew an alcohol so strong, it seems almost fatal. When consumed the target presumably falls over dead in all respects, even by magical detection and counting as an object or creature. However a DC 30 Heal check can reveal the creature is actually in a deep coma. While they are helpless, in this state they benefit from damage reduction 10/- and energy resistance 20 to all damage types. They are aware of their surroundings as if their eyes were open, and can wake from their stupor as a standard action, being staggered on their first turn. They retain their defensive buffs until the staggering ends.

While in a coma, they do not eat, sleep, or breath, and are under the effects of adapt body. They do not age and can theoretically sleep forever until they choose to awaken. Their body, while dead, does not rot and is in fact inedible to all mindless creatures and creatures of Int 2 or less. They just have too much alcohol in their system.

Blood Alcohol .999 (Ex): A 16th level whiskey witch is more alcohol than man. Their blood runs clear or brown with alcohol. Mindless creatures and creatures with Int 2 or less never employ their bite attacks against the whiskey witch intentionally. Other creatures who bite or otherwise ingest the whiskey witch are immediately intoxicated no save, and must make a DC 10 + 1/2 HD + Con modifier save against nausea for 1d4 rounds.

The whiskey witch becomes extremely flammable, but they have plenty of fuel of burn and magical powers protecting them. They must make a DC 15 Reflex save against catching on fire when exposed to fire damage. If on fire, they burn dealing 1d6 points of fire damage to any non-reach melee attacks they perform and anything they touch, or non-reach melee attacks against them. They and their equipment is not harmed by this augmented flame.

You become immune to disease, and you can restore all of your Constitution damage done by blood loss by drinking alcohol and becoming intoxicated.

Superior Puffness: At 18th level the whiskey witch's is completely immune to Constitution damage, and if any effect would still cause it all damage is immediately restored 1 round later. The Puffness save bonus becomes a certain natural 20, guaranteeing success on their next save.

Selective Memory (Ex): Perhaps the 19th level whiskey witch has finally drunk too much. You become immune to all mind-affecting effects, through you may permit beneficial effects through as a non-action. In addition you may always forget parts of your memory as per modify memory on yourself as a free action.

Pour One for my Homies (Su): The 20th level whiskey witch doesn't let death stand in the way of a good drink. If the whiskey witch dies and any of their remains are buried, and then alcohol is poured over the grave they will rise again 10 minutes later as per resurrection with no material or XP costs. Typically the act of burial and the ritual takes 20 minutes + 10 minutes, provided normal tools and work.

The whiskey witch can also perform this ritual on allies, but in which case they must pour out alcohol infused with 5000 gp of diamond dust.

Human Whiskey Witch Starting Package[edit]

Weapons: Heavy Bottle.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Craft (Brewing) 4 Int
Knowledge Nature 4 Int
Survival 4 Wis
Use Magic Device 4 Cha

Feat: Improved Initiative.

Bonus Feats: Power Attack.

Gear: Chain Shirt.

Gold: 22g.

Campaign Information[edit]

Playing a Whiskey Witch[edit]

Religion: You have no time for religion, you're drunk.

Other Classes: It's not really sure why others are dragging you around. Maybe they are taking the hobo part of murderhobo too seriously.

Combat: You're kind of like a dragonfire adept in the sense you have an at will breath weapon. You're also a monk on the side.

Advancement: Whiskey Witches count as a "Mage" class, such as the Pie Mage. They generally do not multiclass well.

Whiskey Witch in the World[edit]

Ahhhm nauth drank.
—A very drunk whiskey witch

Daily Life: You are a regular at the bar.

Organizations: The only place you organize is that one place where everybody knows your name. And they're always glad you came.

NPC Reactions: Get a job you bum!

Whiskey Witch Lore[edit]

Characters with ranks in Knowledge Local can research whiskey witches to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 It's hard to believe but that drunken hobo is actually magical. He can even breath fire with his alcohol laden breath.
15 Whiskey witches gain several special and unique powers from their drinks, and have a fortitude like no other.
20 They say that eventually the whiskey witch will even come back from the dead for a free drink.
30 Those who reach this level of success can research specific whiskey witches, their whereabouts, lore about them, motives, and drink of choice.

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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Forgery +, Knowledge +, Profession +, Search +, Spellcraft +, Survival +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryYou've drunk the special whiskey, and now you're all magic. And still drunk. +
TitleWhiskey Witch +
Will Save ProgressionPoor +