Beerbarian/Barbarian Class


Hit Points

Hit Dice: d12 per Beer-Barian level
Hit Points at first Level: 12 + Constitution modifier
Hit Points at Higher Levels:


Armor: Light armor, medium armor, shields
Weapons: Martial, Simple, Improvised
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from : Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation


  All barbarians, including this unique one are fierce fighters, malevolent enemies and powerful allies (well if you are not standing in their way), though these fellows are not tribal, or nomadic, as usual, the rage is building up in them slowly by the increasing alcohol in their blood, more of a drunken haze, a mindless forbiddance in a alcoholic stupor.  


  There is a few ways to become such a person as a Beer-Barian : Beer-Barians are the opposite of the wild and unharnessed barbarian brothers, and they are more accustomed to the towns and cities, and pretty much are the town dwellers.Street, bar, arena, arm-wrestling contest - That's where you find a Beer-barian, drinking laughing out loud, and testing the limits of his strenght

Class Features

HAZE   Starting level 1, in battle, you fight with delight and find this to be the time of your life . On your turn, you can enter a haze state as a bonus action but only if you are inebriated . While hazed, you gain the following benefits if you aren't wearing heavy armor:

•Depending on the drink you had, DM decides the effects of the haze based on the constitution saving throw that you make when drink. ( DC 5 one drink,DC 10 2 drinks ...DC 25 on 5 drinks) On a succesfull save you don't get negative effects,on a failed one 1 major negative effect is imposed

• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Beer-barian, as shown in the Haze Damage column of the Beer-barian table.

• You have resistance to bludgeoning, piercing, and slashing damage if you made your constitution save. If you are able to cast spells, you can't cast them or concentrate on them while hazed.

Your haze lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your haze on your turn as a bonus action.However as soon as haze ends your inebriation ends aswell. Once you have Hazed the number of times shown for your Beer-barian level in the Hazes column of the Beer-barian table, you must finish a long rest before you can haze again.

  IMPROVISED DEFENSE   At level 1, while you are not wearing any armor, your Armor Class equals 10 + Number of enemies engaged + your Constitution modifier. You can use various objects as a shield, such as tables, chairs,etc.   DRUNKEN ASSAULT   Reaching the 2nd level, when you attack a target you can insult it, while doing so, causing it to lose confidence. As a bonus action, on hit you can offend your enemies causing them to make a Wisdom saving throw, DC 8+ your Charisma modifier, in order to deal 1d4 psychic damage and impose disadvantage on the next attack against you.   BRAWL EXPERT   At 2nd level, You are accustomed to dirty fights, and tricky attacks.You can not be surprised, and you take half damage dealt by environment on a failed Dexterity saves. Also any improvised weapon attacks on you are at disadvantage.  


  When you reach level 3 you choose the path of your alcohol preference : Vine-king or Bar-render  

Vine-king : is a brute that drinks whatever burns, even toxic liquids or poisons in order to reach the effects that benefit for him in battle.Is a feirce melee fighter accustomed to fight multiple enemies by the pure brutality of his persona.


Bar-render : More flexible and inventive type of the beer-barian heritage, that has found taste in mixing drinks, making unique cocktails, and finding new possibilities to take advantage of the enemies by executing those findings.It is a dexterous and cunning brawler, able to surprise his foes with unexpected outcomes of the battle.

  ABILITY SCORE IMPROVEMENT   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.   EXTRA ATTACK   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   OPPORTUNIST   Starting at 5th level, you have 2 reactions per turn while you aren't wearing heavy armor.   WAIT!   At level 7 you get an opportunity to impose disadvantage on initiative of the enemies, by creating a verbal or environmental distraction.You can impose disadvantage to amount of foes equal to your charisma modifier, by creating a circumstance of hesitation.   DIRTY CRITICAL   Reaching level 7 When landing a critical hit you deal additional effect on the enemies you attack, randomly you can : Deafen (1), Stun (2), Disarm (3), Knock prone (4), by rolling a d4 you determine the outcome of the critical hit. On hit target will make a constitution save DC equal to your 8 + Strength modifier or be affected by the defined effect. Applies to creatures up to large size.Effected creature can repeat saves at the end of its turn (DC lowers to 15)   STUPOR   At level 11 you gain the ability to go into Stupor. When you are hazed, you can use bonus action to pour a little extra drink to your gullet, making you mindlessly drunk, applying Stupor effects to yourself. At this state you are unable to discern enemies from friends, your mind is foggy and you turn into a killing machine. The selected target on hit loses a point of AC by pure force of stripping it by crushing blows.(AC is lower only for you). Consecutive attacks on same target deal additional 1d6 on hit.Effect stacks.AC of the target can not go lower then 10.   You gain cleave on your attacks: attacking one target which has another target nearby will grant you an attack at disadvantage onto the target next to initial.   EVEN DIRTIER CRITICAL   At level 13 you polish the ability of dirty moves and use it more proficient. When landing a critical hit you deal additional effect on the enemies you attack, randomly you can : Deafen (1), Stun (2), Disarm (3), Knock prone (4), Blind (5), Bleed (6) by rolling a d6 you determine the outcome of the critical hit. On hit target will make a constitution save DC equal to your 8 + Strength modifier +your proficiency or be affected by the defined effect. Applies to creatures up to huge size.Effected creature can repeat saves at the end of its turn   FLEXIBLE HAZE   Reaching 15th level you manage to manipulate and control your state of inebriation, you can switch between the drinks you have consumed today applying the effects of them as your reaction, to adapt to the circumstances of the battle.  


  At level 13 you polish the ability of dirty moves and use it more proficient. When landing a critical hit you deal additional effect on the enemies you attack, randomly you can : Deafen (1), Stun (2), Disarm (3), Knock prone (4), Blind (5), Bleed (6), Knocked back 15 feet (7), Paralyzed (8) by rolling a d6 you determine the outcome of the critical hit. On hit target will make a constitution save DC 20 or affected by the defined effect. Applies to creatures up to huge size.Effected creature can repeat saves at the end of its turn (DC lowers to 15)   MOLOTOV   At level 18 the amounts of the alcohol in your organism becomes immesurable and even your noxious breath is flammable. With your action when Hazed you can set your self on fire, or your breath on fire.For the duration of 1 minute, you are able to bonus action breath fire at your foes in a 15 foot cone, dealing 3d8 fire damage (DC 15 dexterity saving throw) on a failed save, or half as much on a successful. Or you can engulf yourself in a cloak of fire that deals 1d8 fire damage to everyone 5 feet around you and a half as much to yourself.   INEBRIATED AVATAR   At level 20 once per day you can make your body become entirely liquid, enlarged, speed is up 60 feet, you don't take any penalties on heavy terrain, and squeeze through narrow space up to 1 inch wide. While in this form you have resistance to all types of damage but have vulnerability to fire damage. You can move into other creatures spaces causing them to be restrained and suffocating. Targets that you share space with immediately become drunk. You also gain additional damage die (equal to your wielded weapon damage die)



Starting Equipment


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

• (a) a greataxe or (b) any martial melee weapon

• (a) two handaxes or (b) any simple weapon

• Brewers supplies and a bucket

Subclasse options

VIne-king   At level 3 you are able to select the Vine-king heritage, a brutal, strong, fierce (still drunk) warrior - A Vine king. The warrior of harsh traditions, walking into the fight like to a candy shop, with a mug of strong sprit to crush some skulls.   SPIRITUAL POWERS   When drunk, (whether Hazed or not) you gain following benefits: You sometimes experience vivid hallucinations, euphoria,or even outer body experiences. Alcohol no longer imposes disadvantage on ability checks when constitution save is failed. You gain a possibility as an action to summon small alcohol elemental to your aid once per long rest. other depending on alcohol type) It gets to act on next turn at same initiative as summoner   You can consume the elemental to gain 2 times his current HP.   THE HARDER IT IS   When reach level 6 you gain a power to challenge creatures beyond your own powers, you deal additional 1d6 damage to the creatures who have more Hit points then you at the moment.   BARREL ROLL   At level 10 you gain a possibility to break through obstacles like its thin paper, Curling up into a ball of muscle and blades, if you have a running start at least 10 feet you can roll through enemies or obstacles in a straight line for your leftover movement, without provoking attacks of opportunity, making an attack to each creature you pass through.On hit targets must make a DC 8+your strength modifier +proficiency modifier strength save, or move 5 feet to random side and fall prone.   VIKINGS CRY   At level 14 you can make a barbaric yelp that echoes loudly for 300 feet around you, enemies engaged in battle with you must make a wisdom save DC 8+intimidation or be frightened of you,for the duration of one minute,affected can repeat the saving throw at the end of their turn. You deal additional damage equal to your Charisma modifier to the frightened enemies.   BAR-RENDER   At level 3 you are able to select the Bar-render heritage, a jolly, happy-go-lucky, drunkard that is surprisingly agile and inventive.This alcotype is unbelievably flexible and adaptive, bringing various advantages on the battlefield with him.   COCKTAIL EXPERT   At level 3 you gain proficiency in alchemy and of course mixology, allowing you to determine the effects of various liquids and mix them successfully to use them to your advantage. You can invent, produce and mix potions and cocktails based on alcohol. When mixing a potion, or a cocktali you may gain both of the advantages of the product whilst they are mixed together,and on rolls higher then DC 15 Alchemy, Brewer supplies checks get even additional efffect to the created product.   OH I'M SORRY   When you reach the 6th level you gain opportunity to misguide the attacks of the enemies to hurt themselves. When the attack misses on you or ally in the vicinity of 5 feet, with your reaction, you can redirect that miss into a hit on the hostile target in the reach of the attacker.   NOT TODAY   At level 10 you gain possibility to change the course of the batlle. You gain charges of this ability equal to your haze charges.   Bending the flow of the fight is the expertise of the bar-render. You can expand 1 charge to:   When enemy lands a critical hit you can use your reaction to roll a counter attack against it, the dealt by you damage is subtracted from the critical hit damage of the enemy.   You can reroll your own critical fails up to 3 times per day to change the outcome of any check save or a an attack.   When enemy is within your range trying to cast a spell,you can distract him and make him to Roll a wisdom check in order to succeed at spellcasting DC is equal to 8+performance.On failed check spell has no effect.   When enemy has an advantage it can be removed by expanding a charge.The target has to be hearing and understanding you.   ULTIMATE BEVERAGE   At level 14 you polish the skills of the Bar-render to its perfection and make your special drink. The drink itself is a pinnacle of the creativity of the bar-render, while having this cocktail, you can not be affected by fear, poison, and gain freedom of movement.Also gain temporary hit points equal to your Bar render level. In addition to that while under effects of the drink you do not provoke attacks of opportunity. This drink could be given to your allies to gain same effects.   The anti-drink is a variant of the cocktail which make the worst poisonous mix ever seen. Downed by an enemy, the target must succeed on DC 18 constitution save or be blinded,deafened,poisoned,paralyzed,prone,and vomiting.

LevelProficiency BonusFeaturesHazesHazeDamage
1st+2Haze,Improvised Defense2+2
2nd+2Drunken assault,Brawl expert2+2
4th+2Ability score improvement3+2
5th+3Extra Attack,Opportunist3+2
6th+3Alcotype feature4+2
8th+3Ability Score improvement4+2
9th+4Dirty Critical4+3
10th+4Alcotype feature4+3
12th+4Ability Score Improvement5+3
13th+5Even dirtier Critical5+3
14th+5Alcotype feature5+3
15th+5Flexible Haze5+3
16th+5Ability Score Improvement5+4
17th+6Dirtiest Critical6+4
19th+6Ability score improvement6+4
20th+6Inebriated AvatarUnlimited+4


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