Bard
Base Class: Bard

Bards of the College of Concoctions are lively folks who are always down to down a drink. These bards gather anywhere from scrappy tavern basements to lavish galas to share the art of cocktail mixing, crafting extraordinary elixirs out of whatever ingredients are at hand.

With their craft of drink mixing, they gather the people to share legends, invoke challenges, and make bad decisions they wouldn't have made if they were sober.

Bonus profficiencies

When you join the College of Concoctions at 3rd level, you gain proficiency with the herbalist's kit and the Medicine skill. If you are already proficient in Medicine, you can choose another skill proficiency from the options available to your class, race, or background.

Shot of Empowerment

As an action, you can expend one use of your Bardic Inspiration to create a Shot of Empowerment. The drink retains its potency for 24 hours, after which it turns into an unpleasant liquid with no effect.

When you create a shot, choose one ability score: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. A creature can consume the drink as a bonus action. For the next hour, the creature receives a bonus to that ability score's modifier depending  on your bard level.
The bonus is equal to +1 at level 3, +2 at level 6 and +3 at level 14. 
this bonus applies to everything on the character sheet derived from that modifier (including skill checks, attack rolls, saving throws, Armor Class, and spell save DCs). A creature can only benefit from one Shot of Empowerment at a time.

If Constitution is chosen, the target's maximum hit points and current hit points both increase by an amount equal to the modifier bonus multiplied by the creature's total character level. When the effect ends after 1 hour, its maximum hit points return to normal, and any current hit points above that maximum are lost.

You can have a maximum number of active empowered drinks created at one time equal to your proficiency bonus. If you create a drink that exceeds this limit, the oldest active drink immediately loses its potency and spoils.

Charming Toast

As an action, you can expend one use of your Bardic Inspiration and one spell slot to imbue a drink with an Enchantment spell you have prepared that targets a single creature and requires a saving throw.

The drink retains its magical properties for up to 24 hours. When a creature consumes the drink, the stored spell instantly triggers, targeting only the drinker. The creature has disadvantage on its saving throw against the spell.

Bottled Spell

As an action, you can expend one use of your Bardic Inspiration and one spell slot to seal an area-of-effect spell you have prepared into a bottle, flask, or a similar vessle.

The spell remains safely contained until you finish a short or long rest, after which the magic dissipates harmlessly.

As an action, you or any creature holding the bottle can throw it to a point up to 60 feet away or smash it at their feet. The bottle shatters upon impact, instantly triggering the stored spell centered on the bottle's location (using your spell save DC and spell attack bonus).

Crazy Cocktail

As an action, you can expend 1 use of bardic inspiration to create a crazy cocktail.

Roll a d6 and a d8 and use the chart below to determine the category and specific effect of your brew:

Crazy cocktail chart

d8 1–2: Offense 3–4: Summon 5–6: Support
1 Lightburst Ooze in a Booz Sip of Swiftness
2 Frosted Frosty Dust Devil Flask of Ferociousness
3 Acidic Splash Duel Ghoul Invisibility Vial
4 Toxic Stench Insect in a Snifter Spellcast Spill
5 Slippery Oil Canine Spirit Healing Potion
6 Tequila Thunder Wind Whisky Anxious Elixir
7 Web Outburst Iced Bourbon Brief Bear Transmutation
8 Molotov Cocktail Fire in a Flask Whine Rewind
Offense

As an action, you or another creature holding the cocktail can throw it up to 60 feet to a point or target of choice. If the cocktail’s description mentions a saving throw, the DC is equal to your spell save DC. If it requires an attack roll, use your spell attack modifier.

 

 

 

  • Lightburst. Any creature within 10 feet of where the cocktail lands must make a Constitution saving throw. On a failed save, a target takes 4d8 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn’t blinded.
  • Frosted Frostie. Make a ranged spell attack against a target creature. On a hit, the target takes 4d8 cold damage and must make a Strength saving throw. On a failed save, it is restrained by a forming crystal of ice until the end of its next turn.
  • Acidic Splash. Has an effect identical to melf’s acid arrow as if cast using a 4th-level spell slot.
  • Toxic Stench. A 30-foot-radius sphere of sickening gas forms around the impact point for 1 minute. Any creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, it takes 4d6 poison damage and is poisoned until the start of its next turn. On a successful save, it takes half as much damage and isn’t poisoned.
  • Slippery Oil. A 15-foot-radius pool of oil covers the ground around the impact point for 1 minute. Any creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or fall prone.
  • Tequila Thunder. Any creature within 10 feet of where the cocktail hits the ground must make a Strength saving throw. On a failed save, a target takes 4d8 thunder damage and is knocked 10 feet away from the impact point. On a successful save, it takes half as much damage and isn’t moved.
  • Web Outburst. Has an effect identical to the web spell originating from the impact point.
  • Molotov Cocktail. Has an effect identical to the fireball spell.
Summon

As an action, you or another creature holding the cocktail can uncork it, releasing the creature trapped within into an unoccupied space within 10 feet of you.

The creature is friendly to you and your companions, acts on your initiative count immediately after your turn, and fights alongside you. On each of your turns, you can issue mental commands to the creature as a bonus action. If no commands are given, it defends itself. The creature dissipates into colorful, aromatic fumes after 1 minute or when its hit points are reduced to 0.

  • Ooze in a Booz. You release a gelatinous cube.
  • Dust Devil. A whirlwind erupts from the bottle, having an effect identical to the dust devil spell as if cast using a 4th-level spell slot and requiring no concentration.
  • Duel Ghoul. Two ghouls crawl out of the bottle. You can command both ghouls simultaneously using a single bonus action.
  • Insect in a Snifter. You unleash a swarm of insects. All damage dealt by its Bite attack is doubled.
  • Canine Spirit. You summon the spectral phantom of a dire wolf. It uses the standard dire wolf stat block with the following modifications:
    • Spectral Body. It has immunity to bludgeoning, piercing, and slashing damage.
    • Dead Bite. Its Bite attack deals an additional 2d8 necrotic damage on a hit.
  • Wind Whisky. You unleash an air elemental.
  • Iced Bourbon. You summon an ice elemental (using the water elemental stat block, except its damage is cold damage).
  • Fire in a Flask. You release a fire elemental.
Support

As a bonus action, a creature holding the cocktail can drink its contents to gain its specific effect.

  • Sip of Swiftness. The drinker gains the benefits of the haste spell for 1 minute (requiring no concentration).
  • Flask of Ferociousness. For 1 minute, any melee weapon attack made by the drinker deals an additional 1d8 damage of the weapon’s original damage type.
  • Invisibility Vial. The drinker gains the benefits of the invisibility spell for 1 minute.
  • Spellcast Spill. For 1 minute, the first spell the drinker casts using a spell slot of 1st level or higher is upcast as if cast using a spell slot 1 level higher than the slot expended.
  • Healing Potion. The effect is instantaneous. The drinker regains 8d4 + 8 hit points (equivalent to a superior healing potion).
  • Anxious Elixir. The drinker gains advantage on all saving throws for 1 minute.
  • Brief Bear Transmutation. For 1 minute, the drinker transforms into a formidable Dire Bear (CR 7). The drinker gains 85 temporary hit points, an AC of 15, a walking speed of 40 ft., and a Multiattack (one Bite at +8 to hit for 2d10+5 piercing damage, and two Claws at +8 to hit for 2d8+5 slashing damage). The drinker retains its mental alignment, Intelligence, Wisdom, and Charisma scores, and reverts early if its temporary hit points reach 0.
  • Wine Rewind. The effect is instantaneous. Upon drinking this cocktail, the drinker immediately gains 1 additional action and 2 additional bonus actions to use on its current turn.

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