Barbarian
Base Class: Barbarian

Those who follow the Path of Intoxication draw their rage from magic infused alcohol. These beverages grant the imbiber unique benefits and heighten their combat prowess while also serving as a refreshing drink.

Tavern Reveler

At 3rd level when you choose this path your affinity for alcohol and your ability to keep a room lively. You gain proficiency in Brewer's Supplies and Performance.

Drunken Rage

At 3rd level when you choose this path, you channel your rage through specially crafted magic alcoholic drinks. Choose two options from below, you gain an additional option at 6th level and another at 14th level.

You can only benefit from the effects of one drink at once. Imbibing another drink causes the effects of the new drink to take the place of the old one.

The DC for any Drunken Rage abilities that call for saving throws is calculated as follows:

Drunken Rage save DC = 8 + your Constitution modifier + your proficiency bonus.

Aberrant Ale

Foggy exotic ale. Fills the imbiber with sinister whispers.

Frightful Fog. As a bonus action after landing a successful melee attack, you can cause the target to be surrounded by a sinister fog. It must make a Wisdom saving throw. On a failed save, the target becomes frightened of you until the end of your next turn. When the condition ends, the creature gains immunity to this feature for 1 minute.

Aural Apparitions. You exude a misty aura in a 10-foot radius. Whenever a creature enters the aura's radius for the first time or ends its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage or half as much on a successful save as misty apparitions lash out at the target.


You can perform any of this drink's associated actions on each turn until your rage ends.

Burlyman's Honey-Mead

Sweet mead with a toxic stench. Causes the gut of the imbiber to inflate and makes causes them to emit toxic gases.

Toxic Breath. Once on each of your turns while raging, after landing a successful melee attack you can expel a foul-smelling mist at the creature you attacked, dealing an additional 1d6 poison damage to them.

Gut Check. As a reaction after taking damage from a melee attack, you can reduce the damage by 1d6 + your Constitution modifier, deflecting the brunt of the attack with your inflated gut.

You can perform any of this drink's associated actions on each turn until your rage ends.

Firedrake Brandy

Spicy hot brandy. Warms the imbiber and allows them to channel flames.

Spew Flame. As an action you can breathe flame in a 15-foot cone in front of you. Each creature within range must make a Dexterity saving throw. When you do, you can designate a number of creatures equal to twice your proficiency bonus to be unaffected by the attack. On a failed save, affected creatures take 2d6 + your Constitution modifier fire damage or half as much on a successful save. This attack can also replace a weapon attack if you possess the Extra Attack feature.

Inner Warmth. You gain resistance to cold damage.

You can perform any of this drink's associated actions on each turn until your rage ends.

Stormy Shore Rum

Smooth and Strong rum. Gives the imbiber a small burst of energy.

Thundering Cry. As an action, you can release a thundering battle cry that rumbles like thunder. Hostile creatures within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, a creature takes 1d6 + your Constitution modifier thunder damage and is deafened until the start of your next turn. A creature that cannot hear you is immune to the effects of this ability. This attack can also replace a weapon attack if you possess the Extra Attack feature.

Acceleration. You gain an additional 10 feet of movement.

You can perform any of this drink's associated actions on each turn until your rage ends.

Valorheart Liquor

Strong and savory liquor. Strengthens the imbiber's will and dulls their perception of pain.

Warrior's Resolve. At the start of each of your turns, you gain a number of temporary hit points equal to your Constitution modifier + your proficiency bonus. You gain these hit points as long as you are raging and you have at least one hit point. You also gain immunity to the frightened condition until your rage ends.

Force Belch. As a bonus action on each of your turns, you can released a loud and odorous belch. When you do so, choose a creature within 10 feet of you that can hear you. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on any attacks against creatures other than you until the start of your next turn.

You can perform any of this drink's associated actions on each turn until your rage ends.

White Yeti Vodka

Chilling and tangy vodka. Cools the imbiber and lowers their body temperature.

Frigid Touch. As an action, you can touch a creature and force a burst of cold energy through its body. The creature must make a Constitution saving throw. On a failed save, the creature has its movement speed reduced by 10 and it cannot take reactions until the start of your next turn. This attack can also replace a weapon attack if you possess the Extra Attack feature.

Chilling Aura. You gain resistance to fire damage.

You can perform any of this drink's associated actions on each turn until your rage ends.

Drunk Astute

When you reach 6th level, you gain new ways to utilize your drinks to the fullest. Each drink gains an additional benefit, which also apply for the duration of your rage.

Aberrant Ale.
A creature frightened by your Frightful Fog is not immune to its effects when the frightened condition ends on it. Additionally, as a reaction against a creature frightened by your Frightful Fog, when they make an ability check, attack roll, or saving throw, you can reduce the result of the roll by 1d4 + your rage damage.

Burlyman's Honey-Mead.
When you use your Gut Check if the creature is no more than one size larger than you, you can choose to knock them back 10 feet.

Firedrake Brandy.
Your blood boils. When you are hit with a melee attack that deals slashing or piercing damage, the attacker takes fire damage equal to your Constitution modifier.

Valorheart Liquor.
If a creature depletes your temporary hit points from Warrior's Resolve, you can use your reaction to deal an amount of force damage equal to 1d6 + your rage damage to the target.

White Yeti Vodka.
If a creature fails a saving throw against your Frigid Touch, they also take an amount of cold damage equal to 1d6 + your rage damage.

Stormy Shore Rum.
You can ignore difficult terrain while moving. Additionally, when you attempt to hit a creature with a melee attack on your turn while raging, you do not provoke an attack of opportunity from the target for the rest of the turn, whether you hit or not.

Additionally, you gain one additional drink option.

Strong Brew

At 10th level, your drinks grow in potency.

Aberrant Ale.
Your Aural Apparitions increases from 1d6 to 2d6.

Burlyman's Honey-Mead.
Your Toxic Breath increases from 1d6 to 2d6.

Firedrake Brandy.
Your Spew Flame increases from 2d6 to 3d6.

Valorheart Liquor.
The effects of your Force Belch last for 1 minute.

White Yeti Vodka.
Your Frigid Touch reduces a creatures movement speed to 0 on a failed save.

Stormy Shore Rum.
Your Thundering Cry increases from 1d6 to 2d6.

Mixed Drink

At 14th level, your mastery of alcohol has allowed you to combine drinks. When you enter your rage, you can choose two of your drinks to gain the effects of, benefitting from both effects at once.

Additionally, you gain one additional drink option.

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