Barbarian
Base Class: Barbarian

An expert in bar fights, this Barbarian path focuses on the advantages of getting plastered and beating people with saps and furniture. No injustice shall pass you by, you have been granted the power of the gods of wine and stupor to rain down broken glass and alcohol upon your foes, let no man escape punishment for an unfair bar fight.

While you are drunk (Poisoned as a result of alcohol), you gain the benefits that others would see as disadvantages.

(editor's note, this is not a subclass intended to be either balanced or usable)

Improvised Weapon Proficiency

When you take this path at 3rd level, you gain proficiency with all improvised weapons.

Drunken Rage

When this path is taken at 3rd level, when the you are raging, you may enter a Drunken Rage. In order for you to activate this ability, you must be intoxicated. When in a Drunken Rage, you gain +4 to your Strength score, +4 to your Constitution score, and gain advantage on Wisdom saving throws, and you are immune to the effects of the poisoned condition. However you suffer a -2 penalty to Armour class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the Drunken Rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) The Drunken Rage lasts for a number of rounds equal to your Constitution modifier. It can only end early if you are knocked unconscious. When the Drunken Rage ends, you fall unconscious for 1d4 rounds, but retains all hit points you had, other than those granted by the increased Constitution. additionally you suffer one point of exhaustion. 

Improvised Combat styles

When you take this path at 3rd level, you must choose an Improvised combat style, these styles can only be used with improvised weapons and saps.

Heavy Dual Wielding Style

You can wield two weapons with the two handed property as if they were light. You do not receive your ability modifier to the attack or damage rolls with the off hand weapon and attacks with the off hand weapon are made with disadvantage. 

You do not suffer the penalties while using your Drunken Rage feature.

Throwing Style

As part of an Attack action, you can choose to throw two improvised weapons at an enemy, both projectiles use the same roll, you suffer a -4 penalty on the attack roll.

Craft Sap

When you take this path at 3rd level, this ability allows you to craft a small padded club out of lead and leather. You have proficiency in it's use.

Sap: Damage: 1d6 Bludgeoning, can only deal non lethal damage.

Drunken Confidence

Starting at 6th level, while drunk, a Bar-barian may make an attempt to mimic the use of a weapon. As a bonus action they can make a Strength (Athletics) check, contested by an opponents Strength (Athletics) check, to steal their weapon. If successful they gain Advantage on attacks made with the pilfered weapon for 1d4 rounds.

Drunkard's Third Eye

The gods of wine have gifted you with the ability to see everything around you... Thrice in fact. Starting at 6th level, you can't be flanked while drunk.

Drunken Sway

When drunk you have a constant, unpredictable Sway. Starting at 10th level all ranged attacks made against you have disadvantage while you are drunk.

Walk It Off

Your intoxicated state has left you insensate to damage. Starting at 10th level, whenever you take damage of any kind while you are drunk, it is reduced by 5 points.

Strong Drinker

The drink just doesn't hit like it used to. Starting at 14th level, you no longer suffer exhaustion, or fall unconscious after you use the Drunken Rage ability.

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2021 9:01:44 PM
1
1
1
Coming Soon
3/13/2021 9:18:50 PM
2
1
--
Coming Soon
3/13/2021 9:20:51 PM
1
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes