Y Path of the Brewmaster ou are a wandering artisan, weathered barkeep, or perhaps just an accomplished drinker. Barbarians following the Path of the Brewmaster tap into kegs to fuel their rage, gaining supernatural abilities based on their affinity for alcohol. Bonus Proficiency Starting at 3rd level, you gain proficiency with brewer's supplies if you don't already have it. Keg Tapper Starting when you choose this path at 3rd level, you craft a keg of brews that you carry around with you. Choose one of the following options to supplement your keg and enable it to be used as a melee weapon: Chain and handle (bludgeoning) Bladed tankard (slashing) Iron cask borer (piercing) Using either the keg or the chosen supplements counts as a keg attack, with which you have proficiency, for the purposes of other abilities. The keg functions as a shield if you are not wielding any other weapons or shields while using it and deals 1d8 damage on hit. The damage of your keg increases to 1d10 at 10th level and 1d12 at 14th level. If you lose your keg or it is destroyed, you may spend time during a long rest converting your brewer's supplies to a new vessel. This consumes the brewer's supplies. As a bonus action while raging (and as a part of the same bonus action when you begin your rage) you can take a drink from your keg and gain one of the following benefits: Ironskin Lager: You drink from your crisp lager. Until the start of your next turn, when an enemy within the reach of your keg hits you or one of your allies, you can use your reaction to make a single keg attack against them. Firegut Spirit: You take a swig from a particularly potent spirit that warms you to your core. Upon drinking, you can make a special attack that deals 1d6 + your Constitution modifier in fire damage to an enemy within 10 feet. You are proficient with this attack, but it does not gain bonus to the damage roll from your rage. Strongjaw Ale - You take strong gulp from a stout ale. Until the start of your next turn, you can add your Constitution modifier to Strength checks and you can deal 1d4 bludgeoning damage to a target you have grappled at the end of your turn. Under the Influence Starting at 6th level, the damage of your keg attacks become magical for the purposes of overcoming immunity and resistance to nonmagical attacks and damage. When you make a keg attack against an enemy within 10 feet of you, you can issue a belching challenge as part of that attack. The target must succeed on Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or have disadvantage on attacks made against creatures other than you until the end of your rage. When you successfully challenge an enemy in this way, you gain temporary hit points equal to your proficiency bonus. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Once you successfully challenge an enemy with this ability, they cannot be targeted again until you use your bonus action to enter a rage. Potent Brewer Starting at 10th level, your brewing ability and tolerance have grown to extraordinary heights. You gain immunity to poison damage and the poisoned condition. Your selected keg implement gains the benefit listed below: Chain and handle: This weapon gains the reach property. Bladed tankard: This weapon gains the thrown (20/60 feet) property. If you throw this weapon, it reappears in your hand the instant after it hits or misses a target. Iron cask borer: This weapon scores a critical hit on a roll of 19 or 20. Additionally, your Keg Tapper abilities also gain the following benefits: Ironskin Lager: Until the start of your next turn, you have resistance to all damage. Firegut Spirit: Upon drinking this spirit, you now belch fire in a 10-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take fire damage equal to 1d8 + your Constitution modifier. Strongjaw Ale: Until the start of your next turn, you can drag grappled enemies without a movement penalty if the target up to one size larger than you or smaller. Additionally, the damage you can deal to a grappled target at the end of your turn increases to 2d4. Drinking Buddies The raw strength of your brews have started to affect your allies as well. Starting at 14th level, you can select a number of allies equal to your proficiency bonus at the start of your rage. As a reaction to a selected ally being damaged by a melee attack while within 30 feet, you can toss them a swig of your brew. This ability has different benefits based on which brew you choose: Ironskin Lager: The target regains hit points equal to 1d4 + your Constitution modifier. Firegut Spirit: The target immediately deals your proficiency bonus in fire damage to their attacker. St re pr 1 v1.8 | By: Aneruen, using The Homebrewer