Path of the Brewmaster

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 take a Swig from your drinking receptacle. Also while raging, you can use your bonus action to offer a Swig to a companion within 5 feet. When a companion is offered a Swig, they can use their reaction in order to drink it. You must be holding the drinking receptacle for someone to gain the effects of a Swig. You choose the Swig's effect when someone drinks it, and the effect lasts until the beginning of the brewer’s next turn, unless stated otherwise.

While you are not raging, you must use your action to drink or offer 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 + the brewer's proficiency bonus + their Intelligence modifier.

Swigs:

The Swigs are presented in alphabetical order, and from the perspective of whomever is drinking the Swig.

Energizing Swig: You get an additional action on your turn, which you can only use to Disengage or Dash.

You get an additional action on your turn, which you can only use to Disengage or Dash. Numbing Swig: Your AC or all your saving throws increase by the brewer's Intelligence modifier (minimum +1).

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

The first creature you hit with a Strength melee weapon attack on your turn takes extra damage equal to the brewer's Intelligence modifier (minimum +1) + their Rage Damage. Soothing Swig: You gain temporary hit points equal to the brewer's Intelligence modifier (minimum +1) + half their Barbarian level. This follows normal temp hit point duration.

You gain temporary hit points equal to the brewer's Intelligence modifier (minimum +1) + half their Barbarian level. This follows normal temp hit point duration. Sophisticated Swig: You have advantage on the next Charisma, Intelligence, or Wisdom check you make. Specify which one when you drink it. Lasts for one minute.

You have advantage on the next Charisma, Intelligence, or Wisdom check you make. Specify which one when you drink it. Lasts for one minute. Spitting Swig: Once within the next minute, you can use your action to spit liquid at your opponent. One creature within 5 feet becomes blinded or poisoned (your choice) unless they succeed on a Constitution saving throw. 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.

Once within the next minute, you can use your action to spit liquid at your opponent. One creature within 5 feet becomes blinded or poisoned (your choice) unless they succeed on a Constitution saving throw. 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. 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.

Social Drinker

Starting at 10th level, while you are raging and you drink a Swig as a bonus action, you can also offer a separate Swig to a companion.

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. <img src='https://i.imgur.com/SkG152t.png'; style=' position:absolute; width:400px; left:385px; display:none;'