Base Class: Ranger
A Ranger thats perfected the ancient art of brewing liquor
Level 3: Practiced Drinker
You gain proficiency with brewer’s supplies and improvised weapons, and you have a +1 bonus to attack and damage rolls you make with improvised weapons. When you reach 6th level in this class, attacks made with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you reach 10th level in this class, the attack and damage bonus increases to +2.
Brewer's Palate
You also learn a number of Beverages that you can prepare on your long rest equal to the maximum number of your favoured enemy casts (At level 3, this will be equal to 2, At Level 5 - 3 Uses, ETC)
Kefir. A nutritious, creamy beverage, kefir fortifies your body. You have advantage on Constitution saving throws.
Kombucha. A stimulating blend of fermented teas, this bubbly drink hones your reactions. You gain an additional reaction each round that can be used only to make opportunity attacks. You can take only one reaction per turn.
Mead. Sweet, honey mead fuels your body. Your walking speed increases by 10 feet and opportunity attacks made against you have disadvantage.
Sake. Strongly alcoholic, this clear liquid lends you a bloody, single-mindedness. You have advantage on Wisdom saving throws.
Stout. Dark, liquid bread is a bona fide meal replacement. You gain 1d4 temporary hit points at the start of each of your turns. If you have fewer than half your maximum hit points, you instead regain 1d4 hit points These dice both increase to 1d8 when you reach 10th level in this class.
All Drinks lose potency when you next long rest.
Level 7: Life of the Party
When a Creature is under the effects of your Hunter's Mark spell, you can expend another use of your favoured enemy feature or expend a spell slot to activate one of the following effects.
A Creature can only be afflicted by one affect at a time
Lurching Room
Whilst under the effects of your Hunter's Mark spell, the creature has it's movement speed halved and has disadvantage on any DEX Saving Throws
Share the Fun
An Enemy under the effects of your Hunter's Mark can be given the poisoned Condition for 1 Minute
Weak in the Knees
On a DC equal to 10+CON+WIS, the target makes a constitution saving throw or becomes prone in a drunken daze for 1 minute, repeating the saving throw at the beginning of each of it's turns. If it succeeds it is immune to any Life of the Party features for 24 hours
Level 11: Experimental Concoctions
On your path as a brewer, you've sought to further experiment to craft the perfect beverage, to this effect you can now throw your beverages as a bonus action to grant their effects to an ally. Additionally, your experimentation has altered you as whenever you drink a beverage you may gain resistance to one type of damage of your choosing. This ability can only be used once per short rest.
Level 15: Peak Distillery
Your Progress in your field and Path has furthered as you reach the pinnacle of your ability, whenever you drink a Beverage for the first time in between long rests you may increase it's associated ability score to 20 for 10 minutes, this ability can only be used once per long rest.
Kefir - CON
Kombucha - CHA
Mead - DEX
Sake - WIS
Stout - STR
Comments