Base Class: Bard
Your time growing up in a bar or tavern has proved to be more valuable than any college could have. You not only learned numerous skills from patrons that came from all walks of life, but also gained immense knowledge of different beverages and how to make them. This is a bard ‘college’ geared towards those who want to provide entertainment but also a warmth and inspiring aspect to their party.
Bonus Proficiency
When you take this ‘college’ at 3rd level, you have mastered a set of skills from your time in a bar or tavern. Choose 2 skills from the following:
- Perception
- Sleight of hand
- Performance
- Persuasion
- Insight
Drunken Brawler
At 3rd level, while in drunken focus you may use your Charisma modifier as your attacking modifier.
Bardic Brew
At 3rd level, with all of your background and experience with alcohol you have naturally built up a rather high tolerance. Luckily you have really honed your craft and created a truly remarkable beer. Your bardic inspiration now comes from your Bardic brew. You may offer anyone a bardic brew which a creature can sip as a free action to gain bardic inspiration. Any creature can use a bonus action to drink the entire brew and enter a Drunken Focus.
- You must use a bonus action to magically imbue a beer/alcoholic drink with bardic inspiration.
- You can only provide enough bardic brew to fill a number of mugs equal to your charisma modifier per long rest.
- If you give someone the bardic brew it will lose its effectiveness after 10 minutes (1 hour if its a Magnificent Mead).
Magnificent Mead
With all of your skills in brewing incredible drinks you have finally begun to fully understand the elements of the brews you create. When you use your brewer's supplies to create a drink, on a DC 15 roll you create something exceptional whose elements have come together in a remarkable way.
- Your drink is intoxicating, those who consume it are thoroughly satisfied with the quality and are likely to want more!
- You have a stronger understanding of the brew and can thus imbue it with bardic inspiration for a longer period of time.
Drunken Focus
At 3rd level you can now enter a drunken focus when consuming a bardic brew (it takes one action to consume). When you enter a drunken focus all other background noise is lost and you are able to concentrate on current tasks at hand with extra precision.
When you are in a drunken focus you receive +2 bonus to AC, ability checks, and saving throws. These benefits can only last for minutes equal to your constitution modifier (minimum of 1).
After the benefits wear off you must roll a constitution saving throw to see how intoxicated you have become from the bardic brew.
CON save after 1 Bardic Brew
- DC18: creature becomes Buzzed
- DC12: creature becomes Drunk
- NAT1: creature Passes Out
CON save after 2 Bardic Brews creature automatically Buzzed
- DC18: creature becomes Drunk
- DC12: creature Passes Out
Automatic Black Out after drinking a third Bardic Brew
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Conditions Table |
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Buzzed |
Take Disadvantage on all Dexterity based checks and saving throws. Gain Advantage on all Strength based checks and saving throws. |
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Drunk |
Gain the Inebriated condition.
After a creature is no longer under the negative effects of the bardic brew they must make a DC10 INT check to see if they remember the events after it wears off. |
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Pass Out |
Creature will fall unconscious and stay unconscious for the length of a long rest or unless woken up. If the creature is woken up before completing a long rest they will be buzzed if an hour has passed, otherwise they will remain drunk. After a creature is no longer under the negative effects of the bardic brew they must make a DC15 INT check to see if they remember the events after it wears off. |
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Inebriated |
Creature has disadvantage on all attack rolls and ability checks but believes they have advantage |
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Hangover |
A creature with the hangover condition wakes up taking 1d6 poison damage and has 1 point of exhaustion |
Magical Brew
At 6th level you have really become in tune with your brewing and magical capabilities. You have learned how to harness some of the magical elements within the bardic brew, allowing you to cast specific spells on a humanoid creature that has ingested your bardic brew. Can only be done once per short rest.
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Bardic Brew Spells Table |
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Bewitch Buzzed |
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw (DC 12), and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. |
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Drunk Thoughts |
For the duration, you can read the thoughts of certain creatures that have drunk the bardic brew. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any drunk creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. |
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Pacify the Plastered |
You attempt to suppress strong emotions for the specific individual. A humanoid must make a Charisma saving throw (DC 12); a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
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* Additionally the DC for Magnificent Mead is lowered to DC12
Perfect Brew
At 14th level your bardic brew has become something of perfection. It is a drink that really inspires greatness within those that drink it. Your drunken focus now does the following:
- The bonus is increased from +2 to +4 for drunken focus
- You can pull yourself out of a hangover with another bardic brew. However once this ends you must make another constitution saving throw and on a failure you take 1d6 poison damage and pass out.
* Additionally, you have mastered the Magnificent Mead. A check of only DC10 is required to craft this brew.
Previous Versions
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1/18/2023 10:48:47 PM
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18
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1.0
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Posted Jan 18, 2023Well done!!!!