Drunkard's Flask
- Jacob Prejean
- Jun 20, 2018
- 2 min read
Wondrous Item, Rare (Requires attunement) When you make a melee attack, you may use a bonus action to drink from the flask. When you do so, make a DC 12 constitution saving throw. On a successful save, you take a -1 penalty to hit and add +2 to your attack bonus. On a failed save, you take a -2 penalty to hit and add +1 to your attack bonus. These effects last until the beginning of your next turn.
Quill looked up at the giant, its gargantuan frame looming over him dauntingly. He had taken on larger enemies, sure, but this was not going to be an easy task by any means. What he needed was a little liquid encouragement. Reaching for his Drunkard’s Flask, Quill removed the stopper and took a long hard swig. The giant began its approach towards the elf, angrily raising its club to strike. Quill withdrew the flask from his lips, and a small belch escaped him as he used his hand to wipe away an errant drop of booze sliding down his chin. He swayed a bit, but that was fine. His target was too big to miss, and he was starting to feel feisty.

The item for today is yet another risk-reward one. Everyone* could use a little liquid courage from time to time (*not everyone). I think it would be fun to role-play a fight where taking swigs from a magic flask makes you stronger, but at the same time a little more clumsy. Successful saves would be the character swaying and confusing their target while a failed one constitutes of them trying not to barf and whiffing. I also got to indulge with the lore a little bit by putting one of my favorite characters, Quill, in the spotlight.
Thank you so much for coming to check out my blog! Remember to drink responsibly, even in the fantasy world.
-JP
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