Base Class: Bard
From Ale, Mead, Whiskey you know how to make and brew it. I mean who else would in the underground bars of the Bard colleges. Instead of being a master in the musical ways, you are a Master of Brews and your Inspirations come from small talk and knowing just what type of drink you need to serve.
Bonus Proficiency
When you join the College of Mixology at 3rd level you gain Proficiency in Brewing Supplies and Alchemical Supplies.
Bartender Sense
At 3rd Level when you choose this college. you as a bartender has an unusual act of being able to tell your clients alignment, Using a Bardic Inspiration use you can tell what Alignment that creature is, you also Gain Advantage on Insight checks against the creature for up to an hour. you also Roll the Bardic Inspiration Dice to add that to your Brew Craft Check when making a Drink for the creature
Liquid Abilities
When you gain this ability at 6th level you have learned the craft of Brewing Ability Drinks. you are able to Brew a Beer of Pure Ability. each has a different DC with a Different Bonus. Consult the check below, and you can only produce a number of these a day equal to your Charisma Modifier. The Creature must make a DC = to your Spell Dice Save on a failed save the creature falls unconscious for 1d6 hours
Name DC Bonuses
Strength 14 +10 and Advantage to all Str Checks, -10 and Disadvantage to Int for 1 Minute
Dexterity 14 +10 and Advantage to all Dex Checks, -10 and Disadvantage to Charisma Checks Checks for 1 Minute
Constitution 17 +20 Temporary Hit Points and Advantage on Constitution Saving Throws Checks for 1 Minute
Intelligence 16 +10 and Advantage to all Intelligence Checks, -10 and Disadvantage to all Strength Checks
Wisdom 16 +10 and Advantage to all Wisdom Checks, -10 and Disadvantage to All Saving Throws for 1 Minute
Charisma 18 +10 and Advantage to Deception, Insight, and Persuasion checks for 1 Minute.
Brew Master
at 14th Level, Once per 5 days, you can craft an amazing outlandish brew. This brew has a large magical effect. You can only keep one of these brew charged if you make a new brew after the5 days the last taste like a standard ale and contains no magic. This brew has a Con DC = your spell DC Save. On a Failed save you suffer from a wild magic surge and lose 3d10 hp.
The List of Brews is below.
Brew of Blank Mind
you become immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition
Brew of Foresight
you gain foresight and thus can't be surprised and has an advantage on attack rolls, ability checks, and saving throws. Also all Attacks against you have Disadvantage on you.
Brew of Healing
a Wave a healing energy travels through his body, they regain all hit points and the creature if suffering from a condition of Paralysis, Charmed, Frightened, or Charmed that condition ends. if the creature can use their reaction to stand up if prone. This brew has no effects on undead or Constructs.
Brew of Holy Aura
For a 30-ft Radius you shed dim light in a 5-foot radius and have an advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends
Previous Versions
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12/5/2018 8:53:20 PM
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12/5/2018 8:58:29 PM
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