Bard
Base Class: Bard

Bards of the College of Brewers seek to create mystical beverages of inherent power and inspire their colleagues to the greatest feats of valor or the lowest acts of debauchery. Using fiercely guarded secrets of ancient brewing techniques, passed down through generations, these bards brew powerful drafts, be they wines, ales or spirits that may, or may not always have the intended effects on the imbiber... 

Encouraging Mirth

3rd-level College of Brewers feature

You encourage your colleagues with (mostly) positive jeering and insults. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Lucky Tankard

3rd-level College of Brewers feature

You have a favored beverage container that aid you in brewing your drafts, be they beers, wines or spirits. You can use the following objects as a spellcasting focus for your bard spells: any kind of drink container.

Starting at 6th level, when you brew a draft that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Drinks are on me!

3rd-level College of Brewers feature

You lovingly pour one of the drafts you've been concocting. While you are holding your lucky tankard, you can use a bonus action to expend one use of your Bardic Inspiration and pour a draft into the tankard. Only once the draft has been imbibed, roll on the Brewing table using a d12 to determine the effects of the brew. You retain the brew until you bestow the draft’s effect on two targets or you finish a long rest.

You can use an action to choose one creature you can touch (this can be you) to be the target of the drafts effect. Each draft can be imbibed by only two targets maximum. Once you do so, the draft is gone and you can’t bestow the draft’s effect again until you roll it again.

You can retain only one of these drafts in your tankard at a time, and imbibing another brew ends the effect of the previous one. If the brew requires a saving throw, the DC equals your spell save DC.

Brewing table
D12 Brews
1 Bad draft. The imbiber must succeed on a Constitution saving throw or take psychic damage equal to a roll of your Bardic Inspiration die, the imbiber then falls to the floor, violently throwing up. They are prone and incapacitated until the end of their next turn.
2 Draft of Strength. For the next 10 mins, Whenever the imbiber makes a melee attack against a target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Draft of constitution. The imbiber gains temporary hit points equal to 2x rolls of your Bardic Inspiration die + your Charisma modifier.
4 Draft of speed. For the next 10 mins The imbibers speed is doubled, they gain an additional bonus action each turn and they don't provoke opportunity attacks
5 Draft of the Avenger. For the next 10 minutes, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Draft of Defense. For the next 10 minutes, the imbiber gains a +2 bonus to its AC.
7 Draft of luck. For the next 10 minutes, the imbiber can re-roll any D20 roll they make, and choose whichever number is higher. This can be done up to three times or until the 10mins is up.  
8 Draft of the Phantom. for the next 10 minutes The imbiber becomes invisible until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
9 Draft of the Brute. For the next 10 minutes, any melee attack the imbiber hits with does maximum weapon damage. Critical hits do 2x maximum weapon damage. 
10 Draft of the Dragon. Within the next 10 minutes, The imbiber can use their bonus action to spew liquid fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to eight rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Draft of Recovery. The target regains hit points equal to three rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Ultra Special brew. You manage to combine your ingredients in just the perfect blend of taste and potency. Roll twice more on the brewing table, (disregard and re-roll any 1's or 12's) these two drafts both take effect. If the same number is rolled twice, ignore both and pick which two drafts take effect.

Massive Session

6th-level College of Brewers feature

You can conduct an hour-long ritual drinking session (which can be done during a short or long rest) using your lucky tankard. You can conduct the session with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the drinking session, you all temporarily (for the next 8 hours) gain one effect from the Brewers Table. Once the effect is over, all participants gain one level of exhaustion. 

The effect is determined by a roll of a d12. If a 1 is rolled, all participants that fail their constitution saving throw become poisoned until their next long rest or until cleared by other magical means. 

Once you complete a session, you can’t do so again until you finish a long rest.

Master Brewer

14th-level College of Brewers feature

You now have mastered the art of mystical brewing. Whenever you roll on the Brewing table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Mystical Drafts

Mystical Brewers, like bards of the College of Brewers, often create drafts inspired by some great hero or heroic act. When determining what draft you brew,  consider what kind of person, tale or deed inspired the creation of it. 

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