DaFlipp
2022-07-01, 08:30 AM
Just made this for characters in a campaign I'm building, figured I'd look for some feedback before setting it out into the world. Note that my players are all fairly new and not likely to abuse this even if there's some kind of crazy build it could enable that I'm not seeing.
The Tavern-Breaker's Flask
Wondrous item, uncommon (requires attunement)
This flask magically fills with a potent magical (and deeply alcoholic) tincture which, when consumed, conveys upon the drinker incredible feats of tavern-fighting skill.
While a creature must attune to the flask in order for its magic to work, any creature can subsequently partake of its magic, if they've a strong enough stomach. It produces three doses per day, and refills at dawn. A creature who drinks from the flask must make a DC 10 Constitution saving throw, +1 for each additional dose they've already drank that day. The attuned creature may ignore this stipulation once per day (so, they'd only have to make a DC 10 check on their second drink of the day). On a failed save, the creature still receives the positive effects of the flask, but they also become poisoned due to severe inebriation, which lasts for 1 minute (after which they are probably still inebriated but are no longer poisoned). Drinking from the flask requires an action or bonus action. Attempts to dilute the drink or combine it with other potions/drinks inevitably ruin its magical effects for the day.
Upon drinking a dose from the flask, the creature's unarmed and improvised weapon attacks receive a magical +1 bonus to attack and damage, and they are considered proficient with all improvised weapons. Unarmed attacks deal 1d4+ability modifier damage, and both unarmed and improvised weapon attacks are considered to be "finesse" attacks (although the DM may disallow this for especially large and unwieldy improvised weapons). These effects persist for 1 hour.
The Tavern-Breaker's Flask
Wondrous item, uncommon (requires attunement)
This flask magically fills with a potent magical (and deeply alcoholic) tincture which, when consumed, conveys upon the drinker incredible feats of tavern-fighting skill.
While a creature must attune to the flask in order for its magic to work, any creature can subsequently partake of its magic, if they've a strong enough stomach. It produces three doses per day, and refills at dawn. A creature who drinks from the flask must make a DC 10 Constitution saving throw, +1 for each additional dose they've already drank that day. The attuned creature may ignore this stipulation once per day (so, they'd only have to make a DC 10 check on their second drink of the day). On a failed save, the creature still receives the positive effects of the flask, but they also become poisoned due to severe inebriation, which lasts for 1 minute (after which they are probably still inebriated but are no longer poisoned). Drinking from the flask requires an action or bonus action. Attempts to dilute the drink or combine it with other potions/drinks inevitably ruin its magical effects for the day.
Upon drinking a dose from the flask, the creature's unarmed and improvised weapon attacks receive a magical +1 bonus to attack and damage, and they are considered proficient with all improvised weapons. Unarmed attacks deal 1d4+ability modifier damage, and both unarmed and improvised weapon attacks are considered to be "finesse" attacks (although the DM may disallow this for especially large and unwieldy improvised weapons). These effects persist for 1 hour.