Bard
Base Class: Bard

The College of Bardtending is the path that Bards may take if they want to express their love of art and creation through a different method than music or traditional art and instead in the process of beautiful mixtures of flavor through mixing alcoholic beverages. College of Bardtending bards adore the taste of many different liquors and love to mix their traits and add a little magic to create powerful magical cocktails to let the masses drink away on.

Drunkenness Table

When the drinker gains a level of Drunkenness level 5 or greater, roll a d4 if the drinker rolls a 1-2 they fall unconscious.

LEVEL

EFFECT

1

No effect 

2

Disadvantage on Intelligence

3

Speed halved and Disadvantage on Wisdom Saving Throws

4

Disadvantage on Dexterity Saving Throws

5

Disadvantage on Skill Checks, and Saving Throws

6

Death

Mixologist

When you join the College of Bardtending at 3rd level, you gain the ability to mix magical alcoholic drinks that grant powerful effects, and you become proficient in Brewer's Supplies if your aren't already, if you are instead choose to become proficient in Glassblower's Tools, Cook's Utensils, or Alchemist's Supplies.

Tool (Alchemist's Supplies)

You become proficient in Alchemist's Supplies.

Tool (Brewer's Supplies)

You become proficient in Brewer's Supplies.

Tool (Cook's Utensils)

You become proficient in Cook's Utensils.

Tool (Glassblower's Tools)

You become proficient in Glassblower's Tools.

Mixer of Elixir

At 3rd level, you can create magical cocktails by expending a use of Bardic Inspiration, when you do so, you use your action to create the elixir in an empty flask you touch or vessel of some kind, and you choose the cocktails' effect from the Magical Cocktails table below. Alternatively, you can choose to create a cocktail by expending a use of Bardic Inspiration, and using your bonus action instead and then you must roll a die equal to current number of options available, you must make the cocktail that you roll.

Effects for the cocktails from the Magical Cocktails table last for 1 minute if no time is stated. When the creature chooses to drink the Magical Cocktail, they gain 1 level of Drunkenness, (the effects of Drunkenness can be seen on the Drunkenness Table). Lose 3 Drunkenness levels on a short rest and all levels of Drunkenness on long rest. The cocktails created have a shelf life of 1 hour before they lose their effects and become normal tasty drinks. A creature can be affected by one cocktail's effect at a time.

Creating magical cocktails requires you to have Brewer's Supplies on your person.

Magical Cocktails Table

 

Cocktails

EFFECT

1

Healing Rum. The drinker regains a number of hit points equal to 2d4 + your Charisma modifier, 3d6 + your Charisma modifier at 6th level, and 4d8 + your Charisma modifier at 14th level.

2

Aid Lager. You can take the hide or help action as a bonus action for the next 30 seconds.

3

Elemental Margarita. The drinker chooses a damage type between acid, cold, fire, lightning, poison, thunder and gains resistance to that damage type. As well gains advantage on all spell attack rolls using the chosen damage type for their next two turns.

4

Red Mastery Wine. The drinker chooses a skill from their skill list and gains temporary expertise in the chosen skill.

5

White Precision Wine. The drinker gains an additional bonus when using martial and simple weapons if the drinker already has proficiency with the martial or simple weapon, they gain half their proficiency added to the attack roll.

6

Stone Scotch. The drinker gains a +1 bonus to AC and advantage of Constitution saving throws.

7 (6th level)

Mobility Vodka. Gain a movement speed of 25 feet for a Movement type of your choosing.

8 (6th level)

Pure Expresso. The drinker’s speed increases by 10ft and they lose one level of drunkenness. (Does not cause a level of drunkenness)

9 (8th level)

Reaper Stout. For the next 30's, if your knocked to zero hit points, you are instantly stabilized.

10 (8th level)

Black Magic Saki. You can cast a 1st level spell without expanding a spell slot. At 10th level, you can now choose a 1st or 2nd level spell.

Mixer's Explosive Moxy

At 6th level, when you would create a magical cocktail, you may now create a magical molotov cocktail instead from the table of Magical Molotov Cocktails.

You may throw a Molotov as a action at a chosen target, Molotov Cocktails explode on impact. In a 30ft circle centered at the site of impact all creatures within the radius of the explosion must roll a DC 15 Dexterity Saving Throw dealing 6d6 fire damage on a failed save or half on a successful save. The throwing properties for the molotov are as such, 25ft + 5ft for each (+1 Strength mod) or -5 for each (-1 Strength mod) to a Max of 10ft.

Magical Molotov Cocktails Table

Molotov's

EFFECT

1

Mixing Elements. The Molotov Cocktail deals your choice between acid, cold, lightning, poison, and thunder damage instead of fire damage and as well deals 8d6 damage of the chosen damage type instead of 4d6 fire damage on impact.

2

Extra Ethanol. The Molotov Cocktail effect radius doubles.

3

Added Disease. The Molotov Cocktail deals necrotic damage instead of fire damage, but the radius is decreased to 20ft. All creatures within the range of the effect radius must roll a DC 15 Constitution saving throw or be poisoned for their next 3 turns.

4

Concussion. All Creatures are automatically Defend for the next 2 rounds, then they are returned to normal at the end of their turn. The damage is Force damage instead of Fire and the damage is changed to 6d4. All creatures must make a DC 15 Constitution saving throw or be pushed back 10 feet in any direction (DM's choice) and knocked prone. On a successful save they are only pushed 5 feet.

5 (8th level)

Metal Corrosion. All creatures AC is reduced by -1 for the next 3 rounds and is returned back to normal at the end of their turn.

6 (8th level)

Slowed Reflexes. All creatures have disadvantage on all Dexterity saving throws until the end of their next turn.

Friendly Face

At 6th level, your relatable demeanor makes it hard for anyone to dislike you. When you are attacked by a humanoid creature that has not been attacked by you or affected by a spell you cast, as a reaction the creature must make a Wisdom saving throw, opposed by your spell save DC, as long as they can see you. On a failed save, the humanoid instead chooses to attack a different target within its reach or range. If there is no other target, this attack misses. A creature that succeeds on this saving throw is immune to this effect for 72 hours. This ability can be used three times per day and resets on a long rest.

Unbreakable Majesty

At 14th level, when you use your Mixer of Elixir feature you may combine the effects of two Magical Cocktails from the Magical Cocktail table into one Magical Cocktail.

When you use your Mixers Rage feature you may combine the effects of two Magical Molotov Cocktails from the Magical Molotov Cocktail table into one Magical Molotov Cocktail.

You may touch and remove a point of Drunkenness from target willing creature as a bonus action. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

College Of Bardtending Image

Comments

Posts Quoted:
Reply
Clear All Quotes