Ranger
Base Class: Ranger

Brewers bear some topical relation to alchemists, creating blends of various materials in order to promote the biological system to react a certain way; however, unlike poisons and potions, brew sits in an interesting position. It's a benefit if your enemy does not know your next move. But, you might not know your next move either. 

Level 3: Brewing

You gain proficiency with brewer's tools, and learn to use them towards a special purpose: Creating brews. You can create these brews in one hour, using brewing tools, a magical potion, and an empty barrel (purchased for 1 SP), adding and subtracting from the potion's effects. If the potion granted healing, it turns into a heal brew that heals for that amount. Otherwise, it turns into a damaging brew. Carrying these brews is convenient, despite the annoying reality of lugging large barrels of booze about. 

As an action, you can unleash a damaging brew you are carrying on a creature you can see within 10ft of you. This brew smashes on their location, requiring an attack roll using your strength. On a hit, they take damage as if being hit by a weapon that deals 1d8 damage that scales with strength. Regardless, the barrel splashes at that location, leaving a 10ft wide pool of booze on the ground. If a source of fire would ignite the booze, it explodes for an amount of d6s equal to your ranger level in that area. If that fire source granted a saving throw and the creature passed, they take half damage from your booze flame.

A healing brew heals you for the amount the healing potion would have - however, the barrel has five charges. You can expend one charge to heal this way as a bonus action, or three, healing this way three times, as an action. 

Level 3: Barrel Roll

You can use a bonus action to dash, doing a sudden roll towards a point of your choice. During this movement, attacks of opportunity have disadvantage against you, and you have advantage on saving throws 

Level 7: Drunken Dodge

You gain a new brew option, chugging brew, and a new feature, drunk charges. You can only have a maximum amount of drunk charges as half your ranger level, rounded down.  

Chugging Brew: You may begin drinking this brew during your turn using an item interaction, which takes up your concentration, as if concentrating on a spell. Each turn within combat that you start your turn while concentrating on chugging brew, you gain a stack of drunk. You also gain one stack of drunk from drinking any other brew (DM willing, you may also gain drunk from certain amount of normal alcoholic beverages) 

Drunk charges are removed when combat ends, grant the user one additional armor class per stack, and can do one of three things:

Dance - You can expend a drunk charge at the beginning of initiative to put two sway counters in an unoccupied space 10ft (or as close as possible) to your left and right, respectively. As a reaction, you can move to those counters, expending movement against the amount you can move on your turn that round. 

Sway - When a creature misses you with an attack, you can use your reaction to redirect that attack towards them. Reroll the attack roll, with the attacking creature as the target. 

Soak - When you take damage, you can expend a drunk charge to reduce it by an amount equal to your ranger level

Level 11: Versatile Brawler

You are a master of using different environmental factors to your advantage. When you use an item interaction to pick up an object not being worn or carried by any creature (including self) and use it as an improvised weapon, you gain a +10 to hit and to damage with the attack roll for that object. The object takes the same amount of damage, potentially breaking it. (putting down an object you were just wearing or carrying any time within the last day does not count for these features). 

You can also use improvised objects you just picked up (as above) as shields, instead of weapons, which you decide when picking them up. If used as a shield, you can use your reaction to impose it between you and a attack, reducing the damage of that attack by 5 for a small object, 15 for a medium one, or 30 for a large one. In order to use this feature, you must actually be able to push, drag, and lift the weight of the object. After blocking with it, that object is damaged such that it cannot be used to block again. 

Once per turn, whenever you break an object (shield or attack), you can choose to drink a brew as a part of that action. If you drink a damaging brew this way, you can spew it, instantly creating the fire effect of the brew in a 10ft cone. 

 

Level 15: Stagger

When you take damage during combat, you can choose to use stagger, delaying a portion of that damage into manageable bits. Half of the damage you would take is turned into Swagger. At the start  of each round, and at the beginning of your turn, you lose an amount of HP equal to half your Swagger (cannot be reduced in any way). If combat ends, you take the full amount of swagger in this way, instead of half. Abilities that interact with your hit points being at zero or being brought to zero do not function while you have any amount of stagger, as your body cannot tell when this has happened. 

At level 17, swagger can be a useful tool that assists you in surviving dangerous attacks. While your swagger is 100 or more, attacks against you have disadvantage. For every swagger 100 above this (200, 300), attacks must roll an additional die in order to hit you

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