College of Bartending
The College of Bartending 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 Bartending 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.
Mixer of Elixir
When you join the College of Bartending at 3rd level, you gain the ability to mix alcoholic drinks with powerful abilities. 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, and you choose the cocktails' effect from the Magical Cocktails table. Effects from the cocktails from the Magical Cocktails table last until the end of the next short rest or 4 hours. When the drinker of a Magical Cocktail drinks a Magical Cocktail, they gain 1 level of Drunkenness, the effects of Drunkenness can be seen on the Drunkenness Table. Lose 3 Drunkenness levels on short rest and all levels of Drunkenness on long rest. You can as well create one magical cocktail at the end of a short or long rest without expending a use of Bardic Inspiration. The number of cocktails you can create with this feature increases to two when you reach 6th level and four when you reach 14th level. Creating magical cocktails requires you to have Brewer's Supplies on your person.
Magical Cocktails Table
Cocktails |
Effect |
1 |
Healing and Rum: The drinker regains a number of hit points equal to 2d4 + your Charisma modifier, 3d6 + your Charisma modifier at 6th level, and 4d10 + your Charisma modifier at 14th level. |
2 |
Pure Expresso: The drinker’s walking speed increases by 15 feet and gains 60ft of dark vision. |
3 |
Elemental Awakening: The drinker chooses a damage type between acid, cold, fire, lightning, poison, thunder and gains resistance to that damage type and as well gains advantage on all spell attack rolls using the chosen damage type. |
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 double proficiency using martial and simple weapons if the drinker already has proficiency with the martial or simple weapon. |
6 |
Stone Scotch: The drinker gains a +1 bonus to AC and advantage of constitution Saving Throws. |
Drunkenness Table
When the drinker gains a level of Drunkenness level 6 or greater, roll a d4 if the drinker rolls a 1-2, they fall unconscious.
Level |
Effect |
1 |
|
2 |
Disadvantage on Intelligence and Wisdom Saving Throws. |
3 |
Speed Halved. |
4 |
Disadvantage on Dexterity Saving Throws. |
5 |
Disadvantage on Skill Checks and Saving Throws. |
6 |
Unconscious |
Mixer's Rage
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 an 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 16 dexterity Saving Throw dealing 6d6 fire damage on a failed save or half on a successful save.
Magical Molotov Cocktails Table
Molotovs |
Effects |
1 |
Raging 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, and all creatures within range of the affect radius must roll a DC 15 constitution saving throw or be poisoned. |
Professional Brewer
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 remove a point of Drunkenness from target willing creature. 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.