Barbarian: Path of the Homebrewer
We finally got our 6.5 session for the Clearrun campaign! I’ll get a video up about that as soon as possible, but for now here’s a custom subclass for the Barbarian that I had to make for a player in my game. I’m not entirely concerned with its balance, just that the player will have fun, but anyone who wants to use it (it was designed for a Guild Artisan (brewer) is free to modify it. Affectionately referred to as Path of the Beerbarian. It revolves around the idea that this character is a master brewer who can create specified drinks that mimic the abilities of certain spells.
3rd level- Mix Maker: You can spend 2 hours and 10 gold worth of materials with a brewer's kit to create a brew. The brew can be imbibed by anyone as a bonus action, and can take the form of a Potion of Healing or a drinkable form of any of the following spells- Charm Person, Expeditious Retreat, False Life, Heroism, Hunter's Mark, Jump, Longstrider, Mage Armor, or Sleep. All of these affects, with the exception of Charm Person and Hunter's Mark, only affect the drinker. At 6th level, you can spend a total 20 gold to instead make either a Potion of Greater Healing or one of the above listed brews as if they were second level. At 10th level, you can spend a total 40 gold to instead make either a Potion of Superior Healing or one of the above listed brews as if they were third level. At 14th Level, you can spend a total 80 gold to create one of the above listed brews as if they were 4th level. No creature can benefit from more than one continuous effect of a brew at the same time.
3rd Level- High Tolerance: You become resistant to poison damage and immune to being poisoned.
6th Level- Liquid Courage: You can spend 6 hours and 30 gold worth of materials with a brewer's kit to create a shot of Liquid Courage. Whoever drinks this is immune to being frightened, and has advantage on all attack rolls, ability checks, and saving throws that use Strength, Dexterity, or Constitution, but also has disadvantage on all such checks that use Intelligence, Wisdom, and Charisma. These effects last for 1 hour.
10th Level- Tell Me About It: You gain proficiency with either the Sleight of Hand or the Persuasion skills. You can also spend 24 hours and 100 gold worth of materials with a brewer's kit to create a Mind Numbing Spirit. The drinker of this brew must make a Constitution saving throw (DC 8+your proficiency bonus+your Constitution modifier) or gain disadvantage on Wisdom (Insight) checks and on saving throws against being charmed. These effects last for 10 minutes, at the end of which the drinker falls unconscious and loses all memory of those ten minutes. If the creature succeeds on its saving throw, it is immune to this brew for the next 24 hours.
14th Level- Balanced Ingredients: Through careful experimentation, you now have the ability to combine any two brews from the Mix Maker ability into a single drink. Doing so requires you to add together the time and gold cost of the effects you wish to combine.









