Base Class: Bard
You've paid your dues; spent your days as a muse, a tumbler, or performer by any other name, but that life is tiring and demanding. You have chosen to forgo the normal path of a bard, to hell with the colleges. Instead, you've chosen to settle down with your own business, and hell, you're still merrymaking, just with alcohol now. (Though it is not required, this archetype is meant for roleplaying an older character. Likely entering their middle ages.)
Independence
When taking this college at 3rd level, you gain proficiency with the brewers supplies and cooks utensils. Additionally, you no longer need to use an instrument as your arcane focus. Instead you may use an alcoholic beverage in the place of the instrument.
Hardy Bard
Beginning at 3rd level, you gain the ability to use bardic inspiration on yourself, adding your bardic inspiration die to any attack or check roll that you perform, but you must use the bardic inspiration when you utilize this ability. Additionally, you can now use your fists as simple weapons, now using 1d4 each for damage, and the option to use your fists as finesse weapons.
Inspiring Spirits
Starting at 6th level, all alcoholic beverages imbibed or served by you gain additional effects: -For 1 hour after drinking, (Bards only): you have double your Charisma modifier, plus, (Everyone else): You gain advantage on wisdom saving throws and you become immune to the fear effect
Bartender and Bouncer
Starting at 14th level, you gain proficiency in the intimidation skill. Your melee attacks result in an additional effect: intimidation. You are able to make an intimidation attempt as a free action whenever you make a melee attack. Your intimidation roll is contested against the target's wisdom saving throw, and if the target fails their check and is not immune to the fear effect, they are now under the effects of fear. Every turn after, they are able to make a wisdom saving throw (DC 8 + your CHA modifier + your proficiency) to break the effect. Along with this, you are able to add your charisma modifier to the damage roll of an attack a number of times equal to your WIS modifier per long or short rest. Additionally, you now gain an unarmored defense of 10+ your CHA modifier.