Brewmaster (5e Class)
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- 1 Brewmaster
- 1.1 Hammered Heroes or Monastic Drunks
- 1.2 Creating a Brewmaster
- 1.3 Class Features
- 1.3.1 Table: The Brewmaster
- 1.3.2 Unarmored Defense
- 1.3.3 Drunken Boxing
- 1.3.4 Drunken Tongue
- 1.3.5 Drunk Feat
- 1.3.6 Iron Liver
- 1.3.7 Brewmaster's Stout
- 1.3.8 Ability Score Increase
- 1.3.9 Drunken Stumble
- 1.3.10 Liquid Courage
- 1.3.11 Extra Attack
- 1.3.12 Evasion
- 1.3.13 Dragons Breath
- 1.3.14 Where'd You Go?
- 1.3.15 Legendary Brewer
- 1.4 Drunk Feats
- 1.5 Brewmaster's Stout Effects
- 1.6 Multiclassing
A town drunk, or the village fool, these sages of alcohol perfect their own brews making them exquisitely tasty and textured to their liking. These brews have been known to do all sorts of things from heal to empower, but, being alcohol, the untrained of course may still suffer the drawbacks.
Based on the 3.5 Class of the same name.
Hammered Heroes or Monastic Drunks
Creating a Brewmaster
Where did your character learn to brew? What inspired them to become an adventurer? How did they discover their talents? What are the goals for their adventure?
- Quick Build
You can make a Brewmaster quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero, Sailor or Soldier background. Thirdly, take the Flail, Heavy Crossbow and Explorer's Pack. Finally, choose the skills Insight and Perception.
As a Brewmaster you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: Simple Weapons
Tools: Brewer's Supplies
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, Stealth and Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe and a club or (b) a greatclub
- 10 darts
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- Brewer's supplies and a jug
|Features||Drunk Feat||Drunken Boxing|
|1st||+2||Unarmored Defense, Drunken Tongue, Drunken Boxing||_||1d4|
|4th||+2||Ability Score Improvement, Drunken Stumble||2||1d4|
|5th||+3||Liquid Courage, Extra Attack,||3||1d6|
|8th||+3||Ability Score Improvement||4||1d6|
|12th||+4||Ability Score Improvement||6||1d8|
|13th||+5||Where'd You Go?||6||1d8|
|16th||+5||Ability Score Improvement||7||1d8|
|19th||+6||Ability Score Improvement||8||1d10|
|20th||+6||Brewmaster's Stout, Legendary Brewer||8||1d10|
While you are wearing no armor, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
As you drink more alcohol, you become better at brawling. Your fighting style use hearty unarmed strikes and brawling weapons that rely more on your endurance than pure strength. Brawling weapons are any simple melee weapons that doesn't have the finesse property.
When you drink a gallon of ale or a pitcher of common wine per Brewmaster level, you become drunk for 1 hour. A brewmaster can be drunk for a number of hours equal to her Constitution bonus + 1 before they start to significantly suffer. Every hour a brewmaster remains drunk after this limit they must pass a Constitution saving throw (DC 8 + 1 for every hour of drunkenness past the limit) or gain 1 level of exhaustion.
While you are drunk, you are poisoned but you do not suffer disadvantage, due to the poison condition, on attack roles or ability checks that you are proficient in and while you are unarmed or wielding only brawling weapons, and you aren't wearing armor or wielding a shield, you gain the following benefits:
- You can use Constitution instead of Strength for the attack and damage rolls of your unarmed strikes and brawling weapons.
- You can roll a d4 in place of the normal damage of unarmed strikes and brawling weapons. This die changes as you gain brewmaster levels, as shown in the Drunken Boxing column of the Brewmaster table.
- When you use your action to attack, you can use your bonus action to make another attack.
At level 5, while drunk, your unarmed and brawling weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
While drunk, you are able to understand and speak to others who are drunk, regardless of whether or not they can speak or understand the other's language when sober.
At 2nd level, you gain a Drunk Feat. A Drunk Feat is an ability that can only be used while you are drunk, some requiring different levels of inebriation, others having prerequisites for even selecting it for one reason or another. Some are down right vile, others are more amusing. Once chosen you cannot change your Drunk Feat. Unless noted otherwise, you cannot select the same Drunk Feat multiple times.
You gain more Drunk Feats as you progress, indicated in the Drunk Feats column of the Brewmaster table.
Drunk Feats are detailed at the bottom of the page.
At level 3, your liver has become so resilient from the alcohol you ingest that it now protects you from disease and poison too. You are immune to all non-magical disease, have resistance to poison damage and advantage on saving throws against being poisoned.
At level 14, you become immune to poison damage and the poisoned condition.
The power of the ale that you brew has become strong. So much to the point where it can actually have spell-like qualities. If subject to anti-magic field or similar effects, the magical effects of this alcohol are suppressed, and the intoxication and other properties of the alcohol remain. At 2nd level, You learn 2 effects. You learn two additional effects at 4th, 6th, and 8th level. Whenever you learn a new Brewmaster's Stout effect, you can also replace an effect that you already know with a different effect. At 10th level take an extra effect from all previous levels. For the 15th level selections, choose only 1. For the 20th level selections, choose an extra effect from 15th level.
This alcohol is so pure and refined from the mastery and perfection of your craft, but it is also hastily done. It takes one hour to brew it all and put in your keg. These bottles are freely created and can only be used for this alcohol. If the alcohol has not been used by 24 hours, it simply becomes normal non-magical alcohol. This brew can be served to anyone, but doing so to anyone other then yourself causes that person to become severely intoxicated which causes them to be confused (as in the spell) for 1 minute and poisoned for 1 hour. This brew can only be consumed, it may not be used as a splash effect like a potion. If the effect duplicates a spell, use your Brewmaster level for the caster level, and any DCs involved use your wisdom modifier. You may drink or serve this alcohol a number of times per day equal to your Brewmaster level + your wisdom modifier. (Your keg can hold 50 servings; The topmost layer is magical).
Stout Effects are detailed at the bottom of the page.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 4th level, while intoxicated, you can use reaction when you fall to reduce any falling damage you take by an amount equal to five times your brewmaster level.
Starting at 5th level, the Brewmaster has advantage on saving throws against being frightened while she is drunk or has had an alcoholic drink in the last 24 hours.
At 11th level, the brewmaster becomes immune to the frightened condition.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
This increases to three attacks when using the Attack action at level 18.
At 7th level, while drunk, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 9th level, mimicking how dragons do it to some degree, you exhale, and catch the fumes from your brew on fire. While you are drunk, you can use an action to burn a 20ft cone in front of you, dealing 2d6 points of fire damage, creatures can make Dex save with DC of 8 + your Constitution modifier + your proficiency bonus to halve the damage. After you use this feature you roll a d6 at the beginning of your turn, regaining the use of this feature on a 6.
The damage increases to 3d6 at level 14 and to 4d6 at level 19.
Where'd You Go?
At 13th level, if a brewmaster consumes more than 1 gallon of ale or 1 pitcher of wine in 1 hour, the brewmaster is considered hammered or in a greater state drunkenness and becomes transcendent, allowing herself to get places she otherwise wouldn’t be able to and unable to remember how it happened. If no one is paying attention to the brewmaster, she can use her bonus action to gain the effects of Expeditious Retreat, Gaseous Form and Pass without Trace spells until she is noticed or is no longer hammered.
A brewmaster can only take this action a number of times equal to her con modifier, regaining usees after compleating a long rest.
“Paying Attention” is defined as actively watching, listening to, or being engaged in combat with you. Things that can break "paying attention" to allow the brewmaster an opportunity to use this feature include looking away momentarily, speaking to someone else, or being attacked by someone else.
At 20th level, you make a single flask containing your Brewmaster's Stout that only you can ever hold onto. Anyone else attempting to hold it automatically returns it to your possession, even against their will unless they are a brewmaster of equal or higher level. As a bonus action, you can drink 1 serving from this flask. The flask contains 5 servings and is refilled after a long rest.
Chase the Booze: Increases all movement speeds by 10ft. If taken again at 7th level or higher, increases to 30ft.
Dodgy Drunk: When a melee attack misses you, you may move 5 feet without provoking an opportunity attack.
Drunken Mind: Because your mind becomes so still and placid while drunk, you gain advantage on saving throws against spells and effects from the schools of enchantment and illusion. Cannot be taken if you have the Drunk Feat Mean Drunk.
Drunken Savant: Pick three skills. You gain proficiency in them while drunk. If taken again at 9th level or higher, your proficiency bonus is doubled with those skills.
Dumb Luck: Attacks against brewmaster have disadvantage. Requires level 12 or higher.
Hilarious Drunk Antics: When a Brewmaster fails a skill check or rolls a natural 1 on an attack, those that witness this failure must roll a Charisma Saving Throw (DC = 8 + Wisdom Modifier + Proficiency Modifier) or be unable to use an actions or move until the start of your next turn due to hysterical laughter.
How Did I Do That?: Gain a fighting Style from the fighter class. As with other Drunk Feats, this feat's bonuses only apply while drunk.
How'd They Do That?: Gain proficiency in three tools or musical instruments of your choice. As with other Drunk Feats, this feat's bonuses only apply while drunk.
Loose Limbs: While drunk, the Brewmaster gains advantage on Dexterity Saving Throws and Acrobatics skill checks to safely stop himself from falling.
Mean Drunk: You’re a mean drunk. When under the influence, you hit even harder than you do when you’re sober due to your pent up drunken rage. While you are drunk or greater you, once a turn you can add 1d6 damage to a damage roll you make. It can only apply to melee and thrown attacks but not opportunity attacks. Mean Drunk can be taken again at 5th (2d6), 11th (3d6), and 17th level (4d6)" was changed to "Mean Drunk's ability is increased by 1d6 at the 5th (giving 2d6), 11th (3d6), and 17th (4d6)levels."
Pain Numbing: As long as the brewmaster is drunk, she gains a Resistance to non-magical Piercing, Slashing and Bludgeoning damage.
Projectile Vomit: As a standard action, the Brewmaster can make a ranged attack against a single target using Constitution Modifier instead of Strength or Dexterity. This ranged attack is actually them vomiting their drinks taken and possibly their food. The vomit that touches the creature successfully forces the target to roll a Constitution saving throw (DC = 8 + Wisdom Modifier + Proficiency Bonus). Failing causes the creature to become Poisoned for 1d4+1 minutes. This also sobers the Brewmaster up by half the total amount of drinks they have had within the last hour.
Recuperating Coma: If a Drunken Master is afflicted by ability damage, ability drain, disease, poison, fatigue, exhaustion, blindness, deafness, Paralysis, or negative level he may opt to enter a Recuperating Coma. He keels over and stays asleep until all his drinks have worn off (One hour per drink). Each hour, he is cured of one affliction (a disease’s or poison’s effects are considered a single affliction, as are fatigue and exhaustion). If he is completely cured of afflictions before he wakes up, he is healed as though by a 1st level Cure Wounds each hour. Cannot be used in combat. Must be level 5 or higher to select this Drunk Feat.
Scent of Honeyed Grain: Due to constant exposure, the Brewmaster can automatically detect all nearby forms of alcohol, and by extension, poisons and even differentiate between them. Has a range of 1ft per Brewmaster level you possess. Requires level 4 or higher.
Where Did That Come From?: For a number of rounds equal to your Wisdom modifier, you gain half-cover against ranged attacks due to your strange movements. You must finish a short rest before you can use this feature again. Requires level 4 or higher and a bonus action.
Unpredictable Movements: A number of times per day equal to your Wisdom modifier, the brewmaster may use their drunken antics and movements to avoid damage, giving opponents disadvantage on attack rolls against the brewmaster. Requires level 7 or higher.
Brewmaster's Stout Effects
2nd Level Effects
Fatigued- Removes 1 level of Exhaustion.
Shaken- The Imbiber is no longer Frightened.
Sickened- The Imbiber is no longer Poisoned.
Ox Brew - Increases Strength to 18 for 1 minute.
Tiger Brew- Increases Dexterity to 18 for 1 minute.
Horse Brew- Increases Constitution to 18 for 1 minute.
Eagle Brew- Increases Intelligence to 18 for 1 minute.
Crane Brew- Increases Wisdom to 18 for 1 minute.
Viper Brew- Increases Charisma to 18 for 1 minute.
4th Level Effects
Dazed- The target is no longer stunned.
Diseased: Cures Disease.
Staggered- Duplicates Spare the Dying, Imbiber brought to 1 hp.
Potion- Duplicates the effects of a 1st level Cure Wounds
Perceived Protection- You think the alcohol makes you stronger and you feel less pain, but it actually just duplicates the effects of Mage Armor.
Feast- Fills you up and you are considered well fed and watered for 24 hours.
Happy Place- The brew sends you to your happy place, duplicating the effects of Calm Emotions.
Befuddling Movements- Duplicates the effects of Blur. Does not stack with the Drunk Feat or other other similar abilities.
Drunken Understanding- Duplicates the effects of Tongues.
6th Level Effects
Cursed- Duplicates the effects of Remove Curse
Exhausted- Removes all levels of Exhaustion. Requires you have the Fatigue brew effect.
Frightened- The target is immune to the Frightened condition for 1 hour. Requires you have the Shaken brew effect.
Nauseated- The target is immune to the Poisoned condition for 1 hour. Requires the Sickened brew effect.
Dilated Pupils- Duplicates the effects of Darkvision.
Healing- Duplicates the effects of 3rd level Cure Wounds
Polymorphic Brew- Duplicates the effects of Alter Self
Dank Breath- Before 5 rounds pass, you exhale, causing a cloud to appear of nixious breath fumes, duplicating the effects of Stinking Cloud.
8th Level Effects
Blinded- The imbiber is no longer blinded.
Deafened- The imbiber is no longer deafened.
Paralyzed- The imbiber is no longer paralyzed.
Stunned- The imbiber is immune to the Stunned condition for 1 hour. Requires you have the Dazed brew effect.
Spirits- Grants advantage on saving throws against spell effects for 1 hour.
Drunken Courage- Duplicates the effects of 5th level Healing Word (on Imbiber).
Lucky Hit- Grants advantage on attacks for 1 minute.
Greater Feast- Duplicates the benefits of Heroes' Feast for the imbiber.
Glued to the Ground- While intoxicated only you may at will benefit from Dimensional Anchor. This can be done even if unconscious.
Gain 1 extra 2nd, 4th, 6th and 8th level Effect.
15th Level Effects
Mystery of the Drunk- Duplicates the effects of Water Walk and grants a flying speed equal to your movement speed. No one knows how the hell you do it.
Who's He Speaking To?- Duplicates the effects of Commune with Nature
No One's Home- Duplicates the effects of Mind Blank
Dull The Pain- Duplicates the effects of 9th level Cure Wounds.
It's Just a Flesh Wound- Duplicates the effects of Regenerate.
Did You See That?!- Duplicates the effects of True Seeing for 24 hours.
Stone Brew- Bits of earth or crystals are used in your brew, duplicating the effects of Stoneskin.
Empowering Brew- Increases Strength to 30 for 1 hour.
Where'd He Go Now?- Duplicates the effects of Invisibility.
I'm Not Drunk, You're Drunk!- You so strongly believe it's the world who is drunk and not you, that you completely disregard magic, Immunity to spells of 8th level or lower for 1 hour.'
Gain 1 extra 15th level Effect.
Prerequisites. To qualify for multiclassing into the Brewmaster class, you must meet these prerequisites: Constitution 15 and Wisdom 12
Proficiencies. When you multiclass into the Brewmaster class, you gain the following proficiencies: Simple Weapons, Improvised Weapons, Brewer's Supplies and one of the classes skills (Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, Stealth and Performance).