Bard
Base Class: Bard

Bardic college of whoever can brew some drinks

Brewcraft

When you join the College of Mixology at 3rd level, you gain proficiency with Alchemist's Supplies, Brewer's Supplies and Herbalism Kit.

Additionally, you are talented at preparing potions and other alchemical consumables. If you craft a magic item in the potion category, it takes you half the normal time, and it costs you half as much of the usual gold.

 

Cocktail Recipes

Beginning at 3rd level, you choose to learn three cocktail recipes. Your options are detailed at the end of this archetype description. You gain an additional recipe at 6th level, and 14th level. Additionally, when you gain a new recipe, you can choose one of the recipes you already know and replace it with another one.

 

Awareness

A creature that drinks this cocktail has advantage on Wisdom(Perception) checks.

Celerity

  1.  A creature that drinks this cocktail has its speed increased by 15 feet.

 

Clarity

  •  A creature that drinks this cocktail can't be charmed. If it is already charmed when it consumed this cocktail, the effect is suspended for the duration.

 

Courage

  1.  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

 

Elusive

  1.  Oppurtunity attacks against a creature that consumed this cocktail are at disadvantage.

 

Menace

  1.  A creature that drinks this cocktail has advantage on Charisma(Intimidation) checks.

 

MiraCure

  1.  A creature that drinks this cocktail can't be poisoned. If it's already poisoned when it consumed this cocktail, the effect is suspended for the duration.

 

Muse

  1.  When a creature that drank this cocktail chooses to use a Bardic Inspiration die, it uses the highest number possible for the die instead of rolling.

 

Nocturne

  1.  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

  1.  A creature that drinks this cocktail gains a bonus to it's initiative rolls equal to your Charisma modifier.

 

Potence

  1.  A creature that drinks this cocktail has advantage on Strength checks and it's unarmed attacks damage die becomes 1d4 if not already higher.

 

Shelter

  1.  A creature that drinks this cocktail has advantage on death saving throws.

 

Vitae

  1.  A creature that drinks this cocktail gains a number of temporary hit points equal to your Charisma modifier. They vanish if any of them are left when the duration ends.

 

Advanced Mixology

Consuming a cocktail requires a bonus action, and the effects last for 10 minutes. When a creature consumes a cocktail it gains the Bardic Inspiration you've imbued the cocktail with and an additional benefit depending on the recipe. It also has disadvantage on any Intelligence ability checks for the duration. You don't gain any benefit form consuming your own cocktails and they have no effect on large or larger creatures. If another bard consumes one of your cocktails, it can forgo the Bardic Inspiration and the benefit in order to regain an expended use of it's Bardic Inspiration feature. The use of Bardic Inspiration that you have expended to prepare a cocktail can't be regained until the cocktail is consumed or lost it's potency.

Like any fine beverage, cocktails should be drank fresh and chilled, in time they lose their taste and potency. Any cocktail becomes inert if not swallowed before you finish your next short or long rest.

Upon reaching 6th level, when you take a short rest to prepare a cocktail, you can create two. Cocktails must be of different recipes and can be ingested with overlapping effects that last for 10 minutes. However, if a creature still possesses the Bardic Inspiration from the first cocktail while it ingests the second one, it doesn't gain the Bardic Inspiration just the additional benefit. Each cocktail still takes a separate bonus action to drink.

Once you reach 14th level, you can prepare three cocktails during a short rest.

 

High Tolerance

You gain immunity to poison damage and the poisoned condition.

 

Arcane Mixture

Choose two spells from any spell list. Each of these spell can only be 2nd level or lower and can't be cantrips. These spells should affect only a single target or you at lowest level and can't be spells that require concentration, have a casting time other than 1 action or 1 bonus action, require material components with an indicated cost, target an area, an object or a point in space nor inflict damage. Once you choose these spells you can't change your choices after this feature is acquired.

During each of your long rests, you can prepare up to two cocktails each imbued with a spell that you have chosen for this feature. You don't need to expend a spell slot to imbue a cocktail but you can't imbue both cocktails with the same spell. Any creature that consumes one of these cocktails is considered to be affected by the imbued spell as if you had just cast the spell on it (or yourself if it's a spell with a range of self) , at lowest level. Using your spell save DC and spellcasting modifier respectively. As usual a cocktail created by this feature reuires a bonus action to consume. You can drink and benefit from these cocktails. Time you spent creating these cocktails doesn't affect the normal passage of your long rest. You still gain the full benefits at the end.

These cocktails are also unstable but little more resilient than your other mixtures. They become inert if not consumed until the start your next long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2021 6:59:28 PM
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