Base Class: Bard
Purveyors of the liquid arts and inspirers of the liver, bartenders lend a sympathetic ear and a full glass to those in need of such things. All bartenders are center points of the community and most are incorrigible gossips, offering rumors and information to any adventurers willing to buy a drink, but a rare few seek to elevate drinkmaking to an artform. Such bards create concoctions that are strong and sweet, bitter and bold, and all things in between. Expert bartenders are masters of mixology and connoisseurs of everything alcoholic.
Bartender's Kit
3rd-level College of Mixology feature
You gain proficiency with the brewer's supplies and alchemist's supplies. Additionally, you no longer need to use an instrument as your arcane focus, instead you may use your trade tools as a focus. You can cast Detect Poison and Disease without expending a spell slot, without preparing the spell, and without material components, provided you use your Bartender's Kit as the spellcasting focus. You can’t cast this spell in this way again until you finish a long rest.
Quick Mix
3rd-level College of Mixology feature
- Large creatures are unaffected by cocktails.
- Creatures that do not require food/drink to live may still consume cocktails.
- Creatures that do not have obvious mouths such as Plasmoids may choose an alternate method of imbibing.
- Other Bards can forgo the inspiration and effect to regain a use of their bardic inspiration instead.
If a creature imbibes more than 1 cocktail in an hour they incur one level of temporary exhaustion, this exhaustion expires after an additional hour has passed and they have eaten a meal. If more cocktails are consumed during this period they go to exhaustion level 3, if additional cocktails are consumed they must make constitution saving throws to stop themselves from falling unconscious. The save DC is the Mixologist's spell save DC.
You know three cocktail recipes. You gain an additional recipe at 6th level, and 14th level. Additionally, when you gain a new recipe, or have a choice at the ability improvement feature, you can choose one of the recipes you already know and replace it with another one.
Cocktail Recipes.
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Wary Eye: A creature that drinks this cocktail has advantage on Wisdom(Perception) checks.
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Courage: A creature that drinks this cocktail can’t be frightened. If it is already frightened when it consumed this cocktail, the effect is suspended for the duration.
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Rush: A creature that drinks this cocktail has it’s speed increased by 15 feet.
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Clarity: A creature that drinks this cocktail can’t be charmed. If it is already charmed when it consumes this cocktail, the effect is suspended for the duration.
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Menace: A creature that drinks this cocktail has advantage on Charisma (Intimidation) checks.
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Tonic: A creature that drinks this cocktail can’t be poisoned. If it’s already poisoned when it consumes this cocktail, the effect is suspended for the duration.
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Inspire: When a creature that drinks this cocktail chooses to use a Bardic Inspiration die, it uses the max number for the die instead of rolling.
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Nocturne: A creature that drinks this cocktail gains darkvision up to 60 feet. If it already has darkvision, it’s range increases by 30 feet.
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Overdrive: A creature that drinks this cocktail gains a bonus to it’s initiative rolls equal to your Charisma modifier.
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Brawler: A creature that drinks this cocktail has advantage on Strength checks and adds an additional 1d4 to unarmed and improvised weapon damage.
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Wired: A creature that drinks this cocktail has advantage on death saving throws.
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Vitae: A creature that drinks this cocktail gains a number of temporary hit points equal to your Charisma modifier. They vanish when the duration ends.
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Sway: A creature that drinks this cocktail imposes disadvantage on opportunity attacks against them.
Brawler
A creature that drinks this cocktail has advantage on Strength checks and adds an additional 1d4 to unarmed and improvised weapon damage.
Clarity
A creature that drinks this cocktail can’t be charmed. If it is already charmed when it consumes this cocktail, the effect is suspended for the duration.
Courage
A creature that drinks this cocktail can’t be frightened. If it is already frightened when it consumes this cocktail, the effect is suspended for the duration.
Inspire
When a creature that drinks this cocktail chooses to use a Bardic Inspiration die, it uses the max number for the die instead of rolling.
Menace
A creature that drinks this cocktail has advantage on Charisma (Intimidation) checks.
Nocturne
A creature that drinks this cocktail gains darkvision up to 60 feet. If it already has darkvision, it’s range increases by 30 feet.
Overdrive
A creature that drinks this cocktail gains a bonus to it’s initiative rolls equal to your Charisma modifier.
Rush
A creature that drinks this cocktail has it’s speed increased by 15 feet.
Sway
A creature that drinks this cocktail imposes disadvantage on opportunity attacks against them.
Tonic
A creature that drinks this cocktail can’t be poisoned. If it’s already poisoned when it consumes this cocktail, the effect is suspended for the duration.
Vitae
A creature that drinks this cocktail gains a number of temporary hit points equal to your Charisma modifier. They vanish when the duration ends.
Wary Eye
A creature that drinks this cocktail has advantage on Wisdom (Perception) checks.
Wired
A creature that drinks this cocktail has advantage on death saving throws.
Hardy Life
6th-level College of Mixology feature
At 6th level, you gain resistance to poison damage and have advantage on rolls to negate the poisoned condition. When casting a spell with your Bartender's Kit you may add a bonus equal to your Charisma modifier (minimum of +1) to a roll of the spell, either the to hit modifier or damage.
Mixology Master
14th-level College of Mixology feature
At 14th level, you've mastered your trade.
- You can now instill two effects into a cocktail.
- You can cast Greater Restoration and Slow without expending a spell slot, without preparing the spell, and without material components, provided you use your Bartender's Kit as the spellcasting focus. Once you cast these spells with this feature, you can’t cast them again until you finish a long rest.
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