Barbarian
Base Class: Barbarian

The right drink is welcome on any occasion. Mayhaps you want to invigorate your body ahead of a bloody brawl, ruminate over a moral quandary, celebrate a sensational dragon slaying, or fill your veins with liquid bread after a hard day's slog through the elements. Knowing which drink to suggest for which occasion - and having that drink on hand - is what separates a lay brewer from a brewmaster.

For a brewmaster, the act of brewing - a process which can take months - is a practice in mindfulness. Carrying their barrels and demijohns from place to place, you would be mistaken to construe these individuals as peaceful. This apparent tranquility is but the calm before the storm, for when a brewmaster enters a rage, they do so fueled by the fermented products of their labors.

Brewer

3rd level - Path of the Brewmaster feature

Years spent experimenting in breweries and distilleries have given you a taste for fermentation and experience in bar room brawls. You gain proficiency with brewer's supplies (or another tool if you already have brewmaster's supplies), and you have +1 bonus to damage rolls you make with unarmed strikes and simple weapons. In addition, you can quaff a potion or any other beverage as a bonus action.

Ancestral Brews

3rd level - Path of the Brewmaster feature

The act of refining ingredients, maintaining special yeast cultures, and carefully monitoring a brew's progress is a ritualistic practice through which you find connection with your forebears and the natural world around you. The beverages you brew are fortified with the spirits of your ancestors, imparting enhanced benefits to you. 

When you enter a rage, you can imbibe one of your brews as part of the bonus action you use to enter the rage, gaining its benefits for the duration of the rage. Instead of embracing the effects of your drink you may, at the beginning of your turn use a bonus action to quaff a different brew. The new effect starts at the beginning on your next turn but you gain no benefits of your brew on the turn you choose to do this.

Ale: Your ale has been brewed to light a fire in the belly of the drinker, getting them ready for a fight. When you make an attack with a melee weapon or an unarmed strike you deal an additional 1d4 damage.

Stout: Stout is a rich, dark beer that often has a thick creamy head. Drinking this brew accelerates a body’s natural healing. If you have less than half your maximum hit points, regain 2d4 hit points at the start of each turn. Otherwise, gain 2d4 temporary hit points instead. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Exotic Brews

6th level - Path of the Brewmaster feature

Your travels have exposed you to different types of fermented beverages besides your ale and stouts. During a short or long rest you may drink one of the following beverages, after drinking you gain the listed benefits until your next short or long rest.

  • Cider: Cider is often made from fermented fruit and while is not a beer, it does share some of the same process in its creation. Drinking this brew accelerates a person's speed and fluidity, your movement speed is increased by 10 feet. Opportunity attacks against you are made with disadvantage as you bob and weave between opponents.
  • Ginger Beer: Fiery and stimulating, one can react quickly. The creature has advantage on initiative rolls.
  • Mead: Mead is made by fermenting honey; this brew warms the heart and fortifies the body. You have advantage on Constitution saving throws against disease, exhaustion, and poisons.
  • Pulque: Good accompaniment for a drinking song. The creature gains a bonus to Charisma checks equal to your Constitution modifier (minimum bonus of +1)
  • Sake: Made by fermenting rice, this light brew help to clear your mind and keep you focused. You gain Immunity to the charmed and fear conditions.

One for the Road

10th level - Path of the Brewmaster feature

Before you set off on your travels a seasoned  brewmaster knows that you should always cary an extra drink or two with you. During a short or long rest, you can spend 30 minutes crafting a pitcher which contains 6 mugs on one of your known brews that you may share with your companions. Your Ancestral Brews may be quaffed as a bonus action and give the listed benefits until the begining of the next round. Exotic drinks can be drunk as a reaction at the start of combat to gain their benefits for 1 minute. These drinks last until your next short or long rest.  

Fortified Brew

14th level - Path of the Brewmaster feature

You can choose to spike your drinks fortifying their abilities. When you activate your rage, you may choose to enter an enhanced rage. While you are raging all of the brews you drink are fortified, enhancing their abilities.  After you have used this feature, you can't do so again until you finish a short or long rest.

  • Ale: You deal an additional 1d4 (2d4 total) damage with your melee weapon attacks and unarmed strikes. 
  • Cider: Your walking speed increases by an addition 10 feet (20 feet total) and you can take the Disengage action as a bonus action on each of your turns.
  • Ginger Beer: You have advantage on initiative rolls and on attack rolls against any creature that hasn’t taken a turn in the combat yet.
  • Mead: You have advantage on constitution saving throws and are immune to poison damage and the poisoned condition. While under this effect you are immune to exhaustion.  
  • Sake: You have advantage on Wisdom saving throws, are immune to charmed and fear conditions, and resistance to psychic damage.
  • Stout: The number of hit points regained, or temporary hit points gained from this drink is doubled.

Previous Versions

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