Path of The Tavern Brawler (5e Subclass)
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Path of The Tavern Brawler
Those that prefer to foster their rage within the confines of the city and not the wilderness sometimes find themselves with a one, two or even 12 drinks in hand. They move with drunken randomness and fight with whatever they have on hand, and can keep fighting as long as they can stay standing. These are the tavern brawlers.
Starting when you choose this path at 3rd level, you have devoted yourself to the art of brawling at the drop of a hat. You gain proficiency in improvised weapons and unarmed strikes. If you were already proficient, you double your proficiency bonus for attack rolls. In addition, whenever you successfully hit a creature with an improvised melee or unarmed attack, you may grapple them.
Beginning at 6th level, you have begun to refuel your anger through drink. As an action, you can take a swig of alcohol, extending your rage until the end of your next turn. When you do so, you must succeed on a DC 12 Constitution save to avoid throwing up and ending your rage prematurely. You must be raging and have alcohol within reach to use this feature.
The Power of Booze
Starting at 10th level, you become a master at inuitively managing messy brawls to your favor. While raging, your dexterity bonus to unarmored AC increases by +2 as you sway back and forth unpredictably; you also cannot be targeted by opportunity attacks and can make multiple opportunity attacks, using your reaction only for the first one in a round.
Alcohol Consuming Rage
Beginning at 14th level, your devotion to alcohol allows you to continue raging beyond the normal barbarian while making it difficult to stand between you and a drink. When you consume alcohol to extend your rage, you no longer need to make a Constitution save. Additionally, when you are not raging, you no longer treat other creature's spaces as difficult terrain, and instead deal 1d6 bludgeoning damage to creatures whose space you move through.