Path of the Drunken Brawler (5e Subclass)
Drunken Brawler[edit]
- Barbarian
In your normal life, perhaps you’re a mild-mannered soldier, a harmless shopkeep, an unassuming doctor, or something of the like. But you love to drink. It allows you to turn your brain off. To let your raw, emotional self out. And when you do, you become an animal, a force of uncontrollable rage and aggression.
- Belligerent Drunk
When you choose this path at 3rd level, on your turn, you can down an entire flask or pint's worth of alcohol as a bonus action, possibly enough to become drunk. Also whenever you become drunk, you can enter a rage as part of the act taken to become drunk. Your rage while drunk can end early as normal, or if you vomit. If your rage would end normally at the end of 1 minute, you vomit, end your turn, and your rage ends.
If this feature would cause you to have raged more than the number of times shown for your barbarian level in the Rages column of the Barbarian table, you can make a DC 10 Constitution saving throw. If you succeed, you enter a rage, but do not gain the benefits of the Dulled senses, Furious Drunkard, or The Hard Stuff features. Otherwise, you vomit, end your turn, and do not enter a rage. Each time you roll this saving throw after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.
- Boozy Brawler
In addition, at 3rd level, your Unarmed strikes can use a 1d6 for damage. This increases to 1d8 at 6th level, and to 1d10 at 14th level.
- Dulled Senses
Finally, beginning at 3rd level, when you enter a Rage, you gain temporary HP equal to 1d12 + Constitution modifier. This temporary HP disappears the moment your rage ends.
- Completely Hammered
Starting at 6th level, you are completely immune to being charmed or frightened whilst raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. Your unarmed strikes are now also considered magical for the purposes of damage reduction and resistance.
- Furious Drunkard
Starting at 10th level, when you hit with an Unarmed strike while raging, your rage damage bonus is doubled for that attack.
- The Hard Stuff
When you reach 14th level, and you enter a Rage, you now gain temporary HP equal to 2d12 + (2 x Constitution modifier). This temporary HP disappears the moment your rage ends. Additionally, while drunk, you can add your Barbarian level as a bonus to the Constitution saving throw you make when you use your Relentless Rage feature.
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