Barbarian Subclass

Path of the Drunkard

Alcoholic Rage

At 3rd level, you realize your anger is not quelled by your consumption of alcohol like your companions, instead it is only increased. In fact, most alcohols taste no different than water now, therefor you have advantage on saving throws against being drunk by normal brews. In addition, you can enhance your Rage by consuming your Brew.

Barbarian Keg

At 3rd level you get to put to use your Barbarian Keg. Your Keg is everything to you. This is what you use to make your battle elixir. Between long rests you can refill it so that you can continue the fight. As your experience with your Barbarian Rage grows, so does your understanding of hops and development of a more potent brew, making you need to drink less to gain the same effects of a Gulp.

Keg Gulp Limit

Level Keg Gulp Limit 3rd 5 Gulps Until Empty 6th 10 Gulps Until Empty 14th 15 Gulps Until Empty

Battle Brew

At 3rd level, you master the art of brewing and are able to make a brew that increase your effectiveness while enraged. In addition to this, you also gain proficiency with Brewer's Supplies if you do not have it already. Traditionally, brewing takes a weeks to of fermentation, but with your special touch, you are able to make a single keg over the course of a long rest. When you enrage you can drink out of your keg and enter into an Alcoholic Rage. Selecting how much you'd like to drink will effect what benefits you gain from your alcohol intake. Because of how harsh your concoction is on your body, you can only stomach so much at a time between long rests. The brew you can make now is incomplete, you will continue to make improvements on it throughout your travels, but for now, it'll do just fine.

One Gulp. When you enrage by drinking One Gulp of your Brew, you gain the ability to hit like a siege engine. You now deal double damage against structures and objects, and have advantage on hitting them. When your Rage ends, you must succeed a DC (10) con saving throw or become Poisoned for 1 round.

Two Gulps. When you enrage by drinking Two Gulps, in addition to the benefits of drinking One Gulp, you gain the ability to endure the beatings of your enemies longer due to your drunkenness and can maintain your Rage for twice its usual duration. When your Rage ends, you must succeed a DC (14) con saving throw or become Incapacitated for 1 round.

War Brew

At 6th level you recognize that there will be times you need that extra push in a fight. You develop a more powerful recipe for your brew that has heavier drawbacks for you, but pushes you even further in combat.

Three Gulps. When you enrage by drinking Three Gulps, you no longer can speak for the duration of your Rage due to the severity of the burn this amount brings. You now score a critical hit on a role of 19 and 20. When your Rage ends, you must succeed a DC (16) con saving throw or become Stunned for 1 round.

Four Gulps. When you enrage by drinking Four Gulps, in addition to the benefits of drinking Three Gulps, you are able to shake off pain like no other. For the duration of your Rage you gain resistance to all damage except psychic, to which you are vulnerable, and you gain disadvantage on saving throws against being Charmed because of your alcohol fueled mind state. When your Rage ends, you must succeed a DC (18) con saving throw or become Paralyzed for 1 round.

Lead Lined Stomach

At 10th level, your harsh brew conditioned your body to be more resilient to the harm it can cause you. You have advantage on saving throws against the negative effects of your brew.

Death Brew

At 14th level, your brewery experience has taught you dark secrets about the ale you drink. You’ve learned how to make it at a much more dangerous potency, for both the user and the enemy.

The Keg. When you enrage by drinking The Keg, you are able to fight until you no longer stand. While enraged you are immune to being chramed and frightened. Before drinking The Keg, select a single enemy to be the focus of your fury. For the duration of your Rage, you have advantage on all attack rolls against that enemy, that enemy has disadvantage on all attack rolls against you, and all other creatures have advantage on attack rolls against you. In addition, while in this state you deal double Rage damage to the selected target. When your Rage ends, you must succeed a DC (23) con saving throw or suffer 3 levels of exhaustion and fall unconscious.

Brews for the Others

We all know that someone else in the party or an NPC will want to drink some of this Brew, and they might even steal it to do so. In the event of that, they gain no benefit from it, however they will take the disadvantages if they fail their saving throws. For flavor, the saving throws will be doubled for each one.

In addition to the increased DC saving throws, if the individual making the save rolls less than half the DC they aren't even able to swallow it and are forced to spit it out in a coughing fit.