Path of the Brewmaster v2

A Brewmaster is a Barbarian whose power is not only created by Rage, but by the effects of a special drink. Ability in brewery powers the Brewmaster for battle, and can only be perfected by those with high intellect. The Brewmaster is not limited to alchohol, and can specialize in other drinks.

Brewmastery

Starting at 3rd level, you gain proficiency with Brewer's Supplies if you do not already have it.

During a short or lost rest, as long as you have access to drinkable liquid and brewer’s supplies, you can finish preparing 4 Swigs of a drink inside a drinking receptacle. This increases to 5 at 6th level, and 6 at 14th level.

When you use your bonus action to Rage, or as your bonus action on any other turn while you are raging, you can drink a Swig from your drinking receptacle. You must be holding the drinking receptacle for you to gain the effects of a Swig. You choose the Swig's effect when you drink it.

While you are not raging, you must use your action in order to drink a Swig.

You know two Swig effects. You learn another Swig effect at 6th, 10th and 14th level. Each time you learn a new Swig effect, you can also replace one Swig you know with a different one.

Swig Ability

Some of the brewer's Swigs require your target to make a saving throw to resist the Swigs's effects. The saving throw DC is calculated as follows:

Swig save DC: 8 + your proficiency bonus + your Intelligence modifier.

Swigs:

The Swigs are presented in alphabetical order.

Energizing Swig: You gain the benefit of the Disengage or Dash action.

You gain the benefit of the Disengage or Dash action. Numbing Swig: Your AC or all your saving throws increase by your Intelligence modifier (minimum +1) until the beginning of your next turn.

Your AC or all your saving throws increase by your Intelligence modifier (minimum +1) until the beginning of your next turn. Raging Swig: The first creature you hit with a Strength melee weapon attack on this turn takes extra damage equal to your Intelligence modifier (minimum +1) + your Rage Damage.

The first creature you hit with a Strength melee weapon attack on this turn takes extra damage equal to your Intelligence modifier (minimum +1) + your Rage Damage. Soothing Swig: This Swig makes the drinker gain temporary hit points equal to your Intelligence modifier (minimum +1) + your proficiency bonus. Instead of drinking it yourself, you can use your action to apply this Swig to a companion within 5 ft.

This Swig makes the drinker gain temporary hit points equal to your Intelligence modifier (minimum +1) + your proficiency bonus. Instead of drinking it yourself, you can use your action to apply this Swig to a companion within 5 ft. Sophisticated Swig: This Swig makes the drinker have advantage on the next Charisma, Intelligence, or Wisdom check they make. Lasts for one minute. Instead of drinking it yourself, you can use your action to apply this Swig to a companion within 5 ft.

This Swig makes the drinker have advantage on the next Charisma, Intelligence, or Wisdom check they make. Lasts for one minute. Instead of drinking it yourself, you can use your action to apply this Swig to a companion within 5 ft. Spitting Swig: Once within the next minute, you can use your action to spit liquid at a creature within 5 ft. Unless they succeed on a Constitution saving throw, that creature becomes blinded or poisoned (your choice) and takes 2d6 posion damage. If the creature fails on its saving throw, it is immune to Spitting Swig for 1 minute. The condition ends at the beginning of your next turn. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level.

Once within the next minute, you can use your action to spit liquid at a creature within 5 ft. Unless they succeed on a Constitution saving throw, that creature becomes blinded or poisoned (your choice) and takes 2d6 posion damage. If the creature fails on its saving throw, it is immune to Spitting Swig for 1 minute. The condition ends at the beginning of your next turn. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level. Spraying Swig: Once within the next minute, you can use your action to spray violently in either a 15 ft cone or 30 by 5 ft line (your choice). Each creature within that area must make a Dexterity saving throw, or take 2d6 acid or fire damage (your choice), taking half damage on a success. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level.

Spill-Proof

Starting at 3rd level, while you are holding your drinking receptacle and raging, you gain the effects of a shield for the purpose of AC.

Iron Liver

Starting at 6th level, you cannot be poisoned while raging. You also have resistance to any poison or necrotic damage you take while raging.

Additionally, while you are raging, you are proficient with improvised weapons that are drinking receptacles.

Arcane Artisan

At 10th level, you can cast the Create Food and Water spell without using a spell slot. Rather than creating water, you can instead create a drink of your choice. Intelligence is your spellcasting ability for this spell.

After you cast the spell in this way, you can't use this feature again until you finish a long rest.

Additionally, your proficiency bonus is doubled for any ability check you make that uses Brewer's Supplies.

Shake the Dregs

Starting at 14th level, if you have no Swigs left and get hit with an attack from a hostile creature while you are raging, you regain one Swig.