Brewmaster (3.5e Class)

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A town drunk, or the village fool, these sages of alcohol perfect their own brews making them exquisitely tasty and textured to their liking. These brews have been known to do all sorts of things from heal to empower, but, being alcohol, the untrained of course may still suffer the drawbacks.

Making a Brewmaster[edit]

Abilities: Constitution and Wisdom

Races: Any (Usually Dwarves and Humans)

Alignment: Any Chaotic

Starting Gold: 4d6x10 gp plus One Small Barrel and One Backpack.

Starting Age: As Barbarian

Table: The Brewmaster

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage AC Bonus
Fort Ref Will
1st +1 +2 +0 +0 No Holding Back, Siblings of the Stout, One For The Road, Drunk Feat, Drunken Strength 1d6 1
2nd +2 +3 +0 +0 Drunk Feat 1d6 1
3rd +3 +3 +1 +1 Iron Liver, Brewmaster's Stout 1d6 1
4th +4 +4 +1 +1 Liquid Courage +1, Drunken Stumble 1d8 1
5th +5 +4 +1 +1 Drunk Feat 1d8 2
6th +6/+1 +5 +2 +2 Brewmaster's Stout 1d8 2
7th +7/+2 +5 +2 +2 Drunk Feat 1d8 2
8th +8/+3 +6 +2 +2 Liquid Courage +2 1d10 2
9th +9/+4 +6 +3 +3 Drunk Feat, Brewmaster's Stout 1d10 3
10th +10/+5 +7 +3 +3 Dragon's Breath 1d10 3
11th +11/+6/+1 +7 +3 +3 Drunk Feat 1d10 3
12th +12/+7/+2 +8 +4 +4 Where'd You Go?, Liquid Courage +3, Brewmaster's Stout 2d6 3
13th +13/+8/+3 +8 +4 +4 2d6 4
14th +14/+9/+4 +9 +4 +4 Drunk Feat 2d6 4
15th +15/+10/+5 +9 +5 +5 2d6 4
16th +16/+11/+6/+1 +10 +5 +5 Drunk Feat, Liquid Courage +4, Brewmaster's Stout 2d8 4
17th +17/+12/+7/+2 +10 +5 +5 2d8 5
18th +18/+13/+8/+3 +11 +6 +6 Drunk Feat 2d8 5
19th +19/+14/+9/+4 +11 +6 +6 2d8 5
20th +20/+15/+10/+5 +12 +6 +6 Legendary Brewer, Drunk Feat, Liquid Courage +5 2d10 5

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

AC Bonus (Ex): A Brewmaster has so much alcohol in their system by this point that they have a permanent bonus to AC that will always effect them. This bonus is equal to their wisdom modifier plus the amount indicated on Table: The Brewmaster.

No Holding Back: The Brewmaster does not suffer the negative physical effects of being drunk, but he still suffers all mental penalties.

Siblings of the Stout: A Brewmaster gains a unique language available only to him to comprehend. While drunk, he may understand any other creature that is also drunk, functioning as the spell Tongues. Requires that the Brewmaster is drunk as well as the target creature.

One for the Road: At 1st level, a Brewmaster can drink any alcohol as a swift action without provoking an attack of opportunity.

Drunk Feat: At 1st level, you gain a Drunk Feat. A Drunk Feat is a ability that can only be used while you are drunk, some requiring different levels of inebriation, others having prerequisites for even selecting it for one reason or another. Some are down right vile, others are more amusing. Once chosen you cannot change your Drunk Feat. Unless noted otherwise, you cannot select the same Drunk Feat multiple times.

Chase the Booze (Ex): Gain a 10 foot enhancement bonus to all forms of movement. If taken again, increases to 30. Requires level 7.
Dodgy Drunk (Ex): When a melee attack misses you, you may take a free 5-foot step without provoking an attack of opportunity.
Drunken Mind (Ex): Because your mind becomes so still and placid while drunk, you gain a +4 bonus on saving throws against spells and effects from the school of enchantment. Cannot be taken if you have the Drunk Feat Mean Drunk.
Drunken Savant (Ex): Pick three skills. You gain a +2 to those skills for every three full levels you possess while drunk.
Dumb Luck: Duplicates the effects of the class skill Evasion. Requires level 2. If taken again at 9th level or higher, it becomes Improved Evasion.
Hilarious Drunk Antics (Su): When a Brewmaster fails a skill check, those that witness this failure must roll a Will save (DC = 10 + Wisdom Modifier + 1/2 Brewmaster levels) or be unable to act for 1 round (until the start of your next turn) due to hysterical laughter.
How Did I Do That?: Gain a Combat Feat of your choice. You must still meet the selected featss requirements. As other Drunk Feats, this feat's bonuses only apply while drunk.
How'd They Do That? Gain a Skill Focus Feat of your choice. As other Drunk Feats, this feat's bonuses only apply while drunk.
Loose Limbs (Ex): While drunk, the Brewmaster gains the effects of Slow Fall as long as they are within reach of a wall or surface that can support their weight, however it is limited. These effects only work for the first 20 feet of a fall. Can be taken multiple times, each time adding 10 additional feet.
Mean Drunk (Ex): You’re a mean drunk. When under the influence, you hit even harder than you do when you’re sober due to your pent up drunken rage. You gain +1d6 bonus damage as long as you are drunk or greater. It applies to melee and thrown attacks but not Attacks of Opportunity. Mean Drunk can be taken more than once, and the bonus damage stacks, but may be taken to a maximum of five times.
Pain Numbing (Ex): As long as they are drunk, the Brewmaster gains a Damage Reduction equal to their base constitution modifier.
Projectile Vomit (Ex): As a standard action, the Brewmaster can make a ranged touch attack against a single target. This ranged touch attack is actually them vomiting their drinks taken and possibly their food. The vomit that touches the creature successfully forces the target to roll a Fortitude save (DC = 10 + Wisdom Modifier + 1/2 Brewmaster levels). Failing causes the creature to become nauseated for 1d4+1 minutes. This also sobers the Brewmaster up by half the total amount of drinks they have had within the last hour.
Recuperating Coma (Ex): If a Drunken Master is afflicted by ability damage, ability drain, disease, poison fatigue, exhaustion, blindness, deafness, curse, or negative level he may opt to enter a Recuperating Coma. He keels over and stays asleep until all his drinks have worn off (One hour per drink). Each hour, he is cured of one affliction (a disease’s or poison’s effects are considered a single affliction, as are fatigue and exhaustion). If he is completely cured of afflictions before he wakes up, he is healed as though by a Cure Light Wounds each hour. Cannot be used in combat. Must be level 6 to select this Drunk Feat.
Scent of Honeyed Grain (Su): Due to constant exposure, the Brewmaster can automatically detect all nearby forms of alcohol, and by extension, poisons and even differentiate between them. Has a range of 10 feet per Brewmaster level you possess. Requires level 4 or higher.
Another kind of cocktail: A literal blast at parties, a Brewmaster can concoct a special flammable alcohol once per day as an Alchemist Fire that deals 1d6 fire damage per two levels, and splash damage equal to the Brewmaster's level. This takes thirty minutes, and requires 2gp of raw materials. It does not combust automatically, like Alchemist Fire, instead taking a full round to light and throw. It can be drank as a very potent spirits. A Brewmaster may add her Wisdom modifier to the craft checks. Requires level 7 or higher.
Unpredictable Movements (Ex): A number of times per day equal to his Wisdom modifier, the Brewmaster may use his drunken antics and movements to avoid damage, gaining a +15 dodge bonus to their AC. Requires level 8 or higher.
Where Did That Come From? (Ex): For a number of rounds equal to your wisdom modifier, you gain a 20% concealment against ranged attacks due to your strange movements. Can only be done once per hour. Requires level 4 or higher.
Unorthodox Fighting (Ex): While drunk, the Brewmaster may take a -4 on a single attack roll and declare non-lethal. If the strike lands the target must make a Reflex save equal to 10 + the Brewmaster's Wisdom Modifier + half the Brewmaster's class level, or be staggered for one round. The effect does not stack. A flat-footed opponent automatically fails this check. A drunk opponent gains an insight bonus to their Reflex check equal to their Wisdom Modifier.

Drunken Strength: At 1st level, you gain the feat Improved Unarmed Strike. While Drunk, you unarmed damage increases to the amount indicated on Table: The Brewmaster. A Brewmaster’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Brewmaster may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Brewmaster striking unarmed. A Brewmaster may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Brewmaster’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Brewmaster’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

At 6th level, while intoxicated, the Brewmaster's unarmed strikes are counted as magic for the purposes of bypassing damage reduction.

Iron Liver (Ex): At 3rd level, your Liver has become so resilient from all the alcohol you possess that it now protects you from disease too. You are immune to all disease, and you gain a +4 bonus on saving throws against poison. At 12th level, you become immune to poisons of all kinds.

Brewmaster's Stout (Su): The power of the ale that you brew has become strong. So much to the point where it can actually have spell-like qualities. If subject to anti-magic field or similar effects, the effects of this alcohol can only be suppressed, and the intoxication and other properties of the alcohol remain. At 3rd level, and every 3rd level thereafter you may select a number of effects that your brew can do when drank. The number of effects you choose is equal to your Wisdom modifier to a maximum of 2 effects, and the choices cannot be undone. Effects that offer Enhancement bonuses instead offer Circumstance bonuses. For the 16th level selections, choose only 1.

This alcohol is so pure and refined from the mastery and perfection of your craft, but it is also hastily done. It takes one hours to brew it all and put in temporary bottles. These bottles are freely created and can only be used for this alcohol. If the alcohol has not been used by 24 hours, it simply becomes normal non-magical alcohol. This brew can be served to anyone, but doing so to anyone other then yourself causes that person to become severely intoxicated. This brew can only be consumed, it may not be used as a splash effect like a potion. If the effect duplicates a spell, use your Brewmaster level for the caster level, and any DCs involved use your wisdom modifier. You may drink or serve this alcohol a number or times per day equal to 10 + your wisdom modifier. This amount never changes.

3rd Level Effects
Fatigued- The Imbiber is no longer fatigued
Shaken- The Imbiber is no longer Shaken
Sickened- The Imbiber is no longer sickened.
Tiger Brew- Duplicates the effects of Cat's Grace.
Ox Brew - Duplicates the effects of Bull's Strength
Horse Brew- Duplicates the effects of Bear's Endurance
Eagle Brew- Duplicates the effects of Eagle's Splendor
Crane Brew- Duplicates the effects of Owl's Wisdom
Viper Brew- Duplicates the effects of Fox's Cunning
6th Level Effects
Dazed- The target is no longer dazed.
Diseased: Duplicates the effects of Remove Disease
Staggered- The Target is no longer staggered, and if at 0 hit points exactly, you are brought to 1 hp.
Potion- Duplicates the effects of Cure Light Wounds
Perceived Protection- You think the alcohol makes you stronger and you feel less pain, but it actually just duplicates the effects of Mage Armor.
Feast- Fills you up and you are considered well fed and watered for 24 hours.
Happy Place- The brew sends you to your happy place, duplicating the effects of Calm Emotions.
Befuddling Movements- Duplicates the effects of Blur. Does not stack with the Drunk Feat or other other similar abilities.
Drunken Understanding- Duplicates the effects of Tongues.
9th Level Effects
Cursed- Duplicates the effects of Remove Curse
Exhausted- The imbiber is no longer exhausted. Requires you have the Fatigue brew effect.
Frightened- The target is no longer Frightened. Requires you have the Shaken brew effect.
Nauseated- The target is no longer nauseated. Requires the Sickened brew effect.
Poisoned- Duplicates the effects of Neutralize Poison
Dilated Pupils- Duplicates the effects of Darkvision.
Healing- Duplicates the effects of Cure Moderate Wounds*
Polymorphic Brew- Duplicates the effects of Alter Self
Dank Breath- Before 5 rounds pass, you exhale, causing a cloud to appear of nixious breath fumes, duplicating the effects of Stinking Cloud.
12th Level Effects
Blinded- The imbiber is no longer blinded.
Deafened- The imbiber is no longer deafened.
Paralyzed- The imbiber is no longer paralyzed.
Stunned- The imbiber is no longer stunned.
Spirits- Duplicates the effects of Spell Resistance equal to class level
Drunken Courage- Duplicates the effects of Greater Heroism.
Lucky Hit- Duplicates the effects of True Strike.
Greater Feast- Duplicates the benefits of Heroes' Feast for the imbiber.
Glued to the Ground- While intoxicated only you may at will benefit from Dimensional Anchor. This can be done even if unconscious.
16th Level Effects
Mystery of the Drunk- Duplicates the effects of Air Walk or Water Walk. No one knows how the hell you do it.
Who's He Speaking To?- Duplicates the effects of Commune with Nature
No One's Home- Duplicates the effects of Mind Blank
Dull The Pain- Duplicates the effects of Cure Serious Wounds.*
It's Just a Flesh Wound- Duplicates the effects of Regenerate.
Did You See That?!- Duplicates the effects of True Seeing
Stone Brew- Bits of earth or crystals are used in your brew, duplicating the effects of Stoneskin.
Empowering Brew- Duplicates the effects of Righteous Might.
Where'd He Go Now?- Duplicates the effects of Invisibility.
I'm Not Drunk, You're Drunk!- You so strongly believe it's the world who is drunk and not you, that you completely disregard magic, duplicating the effects of Greater Spell Immunity.
  • Any time a new Cure-effect is taken, a weaker Cure spell-like effect may be replaced with an effect of the same level value. A single brew may have multiple Cure spell effects.

Liquid Courage (Ex): At 4th level, and every 4 levels thereafter, the Brewmaster gains a +1 bonus to will saves against fear if he has had a drink within the last 24 hours.

Drunken Stumble At 4th level, while intoxicated, you gain a bonus to tumble checks equal to 1/2 your Brewmaster levels due to your unique way of falling while drunk.

Dragon's Breath (Su): At 10th level, mimicking how dragons do it to some degree, you exhale, and catch the fumes from your brew on fire burning enemies in a 30ft cone in front of you, dealing 1d6 points of fire damage per level. This can be done a number of times per day equal to 3 plus your constitution modifier. Targets can attempt a reflex save (DC = 10 + Constitution Modifier + 1/2 Brewmaster Levels) for half damage.

Where'd You Go? (Su): At 12th level, if you are hammered or in a greater state of drunkenness, you sometimes don't remember how you got somewhere. If no one’s paying attention to you, you may move 40 feet as a free action once a minute, even through walls, locked doors, or thin air, and you won’t remember how you got there, and no one will have seen you do it. “Paying Attention” is defined as actively watching, listening to, or being engaged in combat. Things that can break attention to allow the Brewmaster an opportunity to use this power include looking away momentarily, speaking to someone else, or being attacked by someone else.

Legendary Brewer: At 20th level, you make a single flask that only you can ever even hold onto. Anyone else attempting to hold it automatically returns it to your possession, even against their will unless they are a Brewmaster of equal level. This flask is never emptied and contains your Brewmaster's Stout. You can drink three servings from this flask as a free action once per minute and gain an additional 5 uses of your Brewmaster's Stout per day.

Campaign Information[edit]

Playing a Brewmaster[edit]

Religion: A Bremaster typically worships some deity of feasting, or alcohol.

Other Classes: "Do you -ever- stop drinking?" -Everyone Ever

Combat: Support and Comedic Relief are the most common forms of use for this class.

Brewmasters in the World[edit]

Beer of wonder beer delight! Beer that makes us laugh and fight! No more thinking, must have drinking, each and every wondrous night!
—Oxhorn Birpli, Dwarf Brewmaster

Daily Life: Their day consists mainly of fighting and brewing, or some combination thereof.

NPC Reactions: "Do you -ever- stop drinking?" -Everyone Ever

Brewmaster Lore[edit]

Characters with ranks in Knowledge (Local) can research Brewmaster to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 These drunken monks are so renowned that they are known world wide.
10 The taste of the brews are unparalleled by others.
15 The more experienced Brewmasters can breath fire for deadly damage as a dragon.
20 Information available by choice.

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