Drunken Brawler (5e Class)

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Drunken Brawler[edit]

He sways with subtle ferocity as he rips apart a nearby table and uses it as a weapon. A Goliath whirls the table around, breaking everything in his path. He stops momentarily to take a swig of his ale before jumping back into the fight with renewed vigor.

Creating a Drunken Brawler[edit]

As you create your Drunken Brawler, think about how you became an alcoholic and how this led to your mastery of tavern fights. Did you learn to fight yourself through extensive practice? Or were you taught by a fellow drinking buddy? Perhaps you grew up in a tavern and had to learn to handle bar fights on the daily, or you worked as a bouncer at a lively inn. What lead you to excessive drinking? Is it a hobby of yours? Do you drink to forget some past misfortune? Maybe you drink competitively for some sort of prize? Consider how these things will affect your career as an adventurer.

As a result of the random and spontaneous lifestyle that Drunken Brawlers lead and their fervor for fighting in almost every situation, they are almost always of chaotic alignment.

Class Features

As a Drunken Brawler you gain the following class features.

Hit Points

Hit Dice: 1d10 per Drunken Brawler level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Drunken Brawler level after 1st

Proficiencies

Armor: None
Weapons: Clubs, Daggers, Greatclubs, Quarterstaffs, Slings, Improvised Weapons, and Unarmed Strikes.
Tools: Brewer's Supplies, one gaming or musical instrument of your choice.
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Perception, Performance, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a sling and a pouch with 20 stones or (b) a table leg
  • (a) an Entertainer's Pack or (b) an Explorer's Pack
  • Brewer's Supplies
  • one musical instrument or gaming set of your choice

Table: The Drunken Brawler

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Drunken Fist
2nd +2 Intoxication, Toss
3rd +2 Beverage of Choice, Warming Ale
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Beverage of Choice Feature
7th +3 Drunken Instinct
8th +3 Ability Score Improvement
9th +4 Vodka Fire
10th +4 Impurity of Body
11th +4 Beverage of Choice Feature
12th +4 Ability Score Improvement
13th +5 Taunting Appearance
14th +5 Numb Pain
15th +5 Inebriation
16th +5 Ability Score Improvement
17th +6 Beverage of Choice Feature
18th +6 Transfusion Strike
19th +6 Ability Score Improvement
20th +6 Always Tipsy

Unarmored Defense

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity Modifier + your Constitution Modifier.

Drunken Fist

At 1st level, your practice of tavern brawling gives you mastery of combat styles that use unarmed strikes and improvised weapons. You gain the following benefits while you are unarmed or wielding only improvised weapons and you aren't wearing armor or wielding a shield.


  • You can roll a d4 in place of the normal damage of your improvised weapons or unarmed strikes, you may also use your dexterity instead of your strength. This die increase to a d6 at 6th level, a d8 at 12th and a d10 at 18th.
  • When you use the Attack action with an unarmed strike or improvised weapon on your turn, you can make one unarmed strike or a grapple as a bonus action.

Intoxication

Starting at 2nd level, you have learned to harness the power of ale and other beverages through intoxication. You access to this power is represented by a number of intoxication points. Your Drunken Brawler level determines the number of intoxication points you have. You can spend these points to fuel various Drunken Fist techniques, you start knowing three such techniques: Improvised Strike, Drunken Push, Drunken Dance. You learn more Drunken Fist techniques as you gain levels in this class. When you spend an Intoxication point, you drink from a container and cannot drink from that container again until you finish a short or long rest, at the end of which you refill all used containers. You must spend at least 30 minutes of the rest brewing new beverages to regain your intoxication points. Some of your Drunken Fist techniques require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Constitution Modifier.

Improvised Strike

You can spend 1 intoxication point to equip yourself with an improvised weapon from your surroundings as a bonus action.

Drunken Push

You can spend 1 intoxication point to shove a creature 5 ft. as a bonus action.

Drunken Dance

You can spend 1 intoxication point to take the Disengage action as a bonus action on your turn.

Toss

At 2nd level, your drunken stupor allows you to toss anything and everything you find. Any improvised weapon you are carrying that could reasonably be used one-handed has the thrown property.

Warming Ale

starting at 3rd level, whenever you spend 1 or more intoxication points during your turn, you may spend an additional 1 intoxication point to gain temporary hit points equal to twice your Constitution Modifier (minimum of 1).

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Drunken Instinct

Starting at 7th level, you can always tell when a brawl is about to break out. You have advantage on initiative rolls if you can see the creature(s) that are attacking you, and if you are surprised at the beginning of combat and aren't incapacitated, you may spend 3 intoxication points to act normally on your first turn.

Vodka Fire

At 9th level, your drinking skills allows you to use your bile as a weapon. As an action, you can spend up to two intoxication points to expel flaming liquor in a 15-foot cone in front of you. Any creature inside the cone must make a Dexterity saving throw. On a failed save, the creature takes 3d4 fire damage for each intoxication point spent or half as much on a successful save.

Impurity of Body

At 10th level, your body is so infused with alcohol that poisons have little effect on you. You gain advantage on saving throws against poison. If you already have advantage on saving throws against poison due to race, you gain immunity to poison instead.

Taunting Appearance

At 13th level, your crude appearance and constant intoxication allow you to provoke others with ease. As an action, you can cause any number of creatures within 30 feet of you that you can see or hear you to become hostile towards you. The targets must make a wisdom saving throw. On a failed save, the creature must use its next turn to use all its movement to move closer to you and use its action to attack you with advantage, it cannot take any other actions.

Numb Pain

At 14th level, you have resistance to piercing, bludgeoning and slashing damage from nonmagical weapons. Additionally, as a reaction when you are hit by an attack, you can spend 1 intoxication point to reduce the damage of the attack by 2d6 + twice your constitution modifier.

Inebriation

At 15th level, you are so accustomed to drinking that you no longer require food, water or sleep. You can simply fuel yourself with the beverages you make.

Transfusion Strike

Starting at 18th level, you are so adept with the uses of intoxication that you are able to imbue it into others. When you hit a creature with an unarmed strike, you can spend 3 intoxication points to transfuse your alcohol-filled blood into the creature's body. When you do, the creature must make a Constitution saving throw, if it fails, it is knocked unconscious. If it succeeds, it is unable to move or take actions until the end of your next turn. In order for this ability to work both you and you target must have open wounds. Undead, constructs, and creatures with immunity to poison aren't affected.

Always Tipsy

At 20th level, when you roll initiative and have no intoxication points, you regain 4 intoxication points.

Beverage of Choice[edit]

Beer Brawler[edit]

Drunken Wrestling

starting at 3rd level when you choose this beverage, you learn to use your enemies weight against them in combat. When you are grappling a creature of your size or smaller, you can use it as an improvised weapon. To do so, follow the same rules as a normal attack with an improvised weapon except the grappled creature also takes the damage from the attack, if any. You also learn a new Drunken Fist techniques.

Beer Grab

When you attempt to grapple a creature, you can spend 1 intoxication point to gain advantage on all strength checks made to grapple a creature until the end of your turn.

Beer Gut

At 6th level, when a creature attempt to escape your grapple, you can use your reaction to spend 1 intoxication point and impose disadvantage on the creatures attempt to escape.

Beer Jacket

At 11th level, your Warming Ale feature now gives you regular hit points in place of temporary hit points.

Spear Tackle

At 17th level, you can make a charge. if you move at least 10 feet in a straight line before making an attack, you can spend 2 intoxication points to automatically grapple the target and have advantage on the attack roll.

Wine[edit]

Wine Style

starting at 3rd level when you choose this beverage, you have become exceptionally good with improvised weapons. Choose a fighting style: Dueling, Great Weapon Fighting or Two-Weapon Fighting. You gain all the benefits of that fighting style while using an improvised weapon. Additionally, you gain a new Drunken Fist Technique.

Imbued Strike

When you make an attack with an improvised weapon, you can spend 1 intoxication point to make all damage from your improvised weapons magical for the purpose of overcoming resistance to non-magical weapons and immunity to non-magical weapons.

Bottle Smash

starting at 6th level, you can use the glass bottles you drink from as weapons. When you hit another with a melee weapon attack, you can spend 1 intoxication point to add 1d4 to the damage of the attack and the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Poisoned Wine

starting at 11th level, you've learned to make your beverages become poisonous to others. When you make an attack with an improvised weapon, you can spend 1 intoxication point to drench the weapon in poisoned wine. If the attack hits the target must succeed on a constitution saving throw or be poisoned. The target can repeat the saving throw at the end of each of its turns.

Siege Hands

starting at 17th level, you have obtained incredible powers of destruction. You now deal double damage to objects. Additionally, you can choose to score a critical hit on an 18-20 whenever you attack with an improvised weapon, you must do so before you roll any dice. If you do, the weapon you are using is destroyed.

Spirit Drinker[edit]

Dirty Tactics

starting at 3rd level when you choose this beverage, you can enact special attacks. Whenever you hit with an attack on your turn, you can spend 1 intoxication point to impose one of the following effects on the target:
  • The target must succeed on a Dexterity saving throw or fall prone.
  • The target must succeed on a Strength saving throw or be knocked back up to 15 feet.
  • The target must succeed on a Wisdom saving throw or attack you next turn if able.

Drunken Fortitude

starting at 6th level, you become sturdier than most others and can maintain intoxication for longer. Your hit points increase by 6 and increase by an additional 1 each level after 6th. Additionally, whenever you take damage, roll a d4. On a roll of 4, you regain 1 expended intoxication point.

Drunken Clarity

spend 1 intoxication point concentration 1 minute you gain plus +2 to attack rolls whilst using an unarmed strike or improvised weapons this counts as a bonus action. During drinking various spirits you discover a way to unlock a clear mindset that allows you hit with even more precision and force.

Fiery Temper

starting at 11th level, your fury is insatiable. Whenever you take damage, you can add your Constitution modifier to the damage the next time you hit with an attack. The extra damage increases each time you take damage before your next hit. This ability resets removing any additional damage every short or long rest.

Filthy Tactics

starting at 17th level, you add even more dirty maneuvers to your arsenal. Whenever you hit with an attack on your turn, you can spend 2 intoxication points to impose one of the following effects on the target:
  • The target must succeed on a Constitution saving throw or be blinded. The target may repeat the saving throw at the end of each of it's turns.
  • The target must succeed on a Charisma saving throw or be frightened of you for 1 minute. If the target is more than 60 feet away from you at the end of its turn, it may repeat the saving throw.
  • The target must succeed on an Intelligence saving throw or be paralyzed until the end of your next turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Drunken Brawler class, you must meet these prerequisites: CON 13

Proficiencies. When you multiclass into the Drunken Brawler class, you gain the following proficiencies: Athletics, Improvised weapons, Unarmed strikes, Constitution saving throws


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