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Prerequisite: Requires proficiency with brewers supplies, poisoners supplies, or alchemists supplies.
 

-   You can use brewers supplies or a drink or beverage as your spell-casting focus.

-   You may apply your proficiency bonus to all ability check when in a bar.

-   You have proficiency with improvised weapons, simulating your experience in bar fights.

-   You have resistance to poison damage and you have advantage on saving throws to fight against the poisoned conditions.

-  You can make Bardic Brews. A number of times equal to half your level (with a minimum of once) per short rest, you can conjure a drink as a bonus action, mug and all. Additionally, concluding a short or long rest, you can whip up a number of drinks equal to your level. You can also spend 10 minutes making a Bardic Brew without consuming a slot. When you create a drink, you can choose from one of the 4 following effects to incorporate into the liquid:

  • Soothing Smoothie: A the drinker gains 2d4 temporary hit points.
  • Quick Coffee: the drinker’s movement or dark vision (your choice when you make the drink) increases by 10ft
  • Resilient Rum: the drinker gains resistance to a damage type of your choice from the following: fire, cold, thunder, lightning, or acid.
  • Blazing Brew: the drinker can add 1d4 fire damage to their next close melee attack. Alternatively, the drink can be thrown 30ft as an action. Creatures within 5 ft of the impact take 1d6 fire damage.

-   After creating a Bardic Brew, you become slightly drunk from harnessing the magic of intoxicating liquids. For the next minute, you have disadvantage on Dexterity and Wisdom checks

Previous Versions

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12/29/2023 4:48:26 PM
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1/13/2024 11:06:41 PM
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