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Subclass - Bard_ College of the Barkeeper - The Homebrewery

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Published by goroiamanuci, 2023-07-06 15:20:29

Subclass - Bard_ College of the Barkeeper - The Homebrewery

Subclass - Bard_ College of the Barkeeper - The Homebrewery

Homebrew Subclass Bard: College of the Barkeeper Credits: Cover Art: "Katgrour the Dwarven Bartender" by Adam Barker Page 3: Everyone's Friend by Rhineville for Pathfinder's Ultimate Campaign Page 2: Art by Hudin Santos (u/hudinart) Created by Jhamkul's Forge | Follow me on Instagram @Jhamkul | Unofficial D&D 5e fan content | Made on Homebrewery


Bard College Barkeeper Bards of the College of the Barkeeper are often bartenders or innkeepers who have learned from life and how the world works through their own experiences. These bards are excellent talkers, able to infuse their words and stories with magic to boost their companions, like a sip of a smooth cocktail with friends. Bards from the College of the Barkeeper are also incredible listeners, not a single story or piece of gossip escapes their ears, so their repertoire of experiences and adventures, both lived by them or through others, may seem endless. Whether they decide to master the art of brewing their own beverages to serve at their taverns, or are bartenders ready to listen to the stories of wandering travelers and adventurers, dwarves and halflings are the most likely to follow the teachings of this bardic college. College of the Barkeeper Features Bard Level Feature 3rd Resupply, Inspiring Mixologist 6th Tavern's Gossips, Sturdy Liver 14th Homebrew Infusions Resupply Starting at 3rd level, you gain proficiency with alchemist’s supplies and brewer’s supplies. Due to your working experience, you can brew your own beverages, as well as magic potions, taking you only half the normal time to finish them, and costing you only half as much gold in the process. Inspiring Mixologist Also at 3rd level, your words gain special magical properties, like the ingredients of a well crafted cocktail. When you use your bardic inspiration, you may choose one of the effects detailed in the Drinks Menu at the end of this subclass. Some mixtures specify a minimum bard level, so you can't use them for this feature until you are at least that level in the class. The creature inspired, which can be any friendly creature other than you, receives the benefits from a mixture picked by you. These effects last until they expend the bardic inspiration die, 1 minute passes since you used bardic inspiration on the target, they fall unconscious, or the target dies. A creature can only benefit from one effect at a time. You can simultaneously maintain the effects of this feature on a number of creatures equal to your proficiency bonus. If you target a new creature with it, which causes it to exceed this limit, the effects of this feature end on one creature of your choice that was benefiting from them. Tavern's Gossips At 6th level, you gain a bonus to your passive Perception, as well as to Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight or hearing, equal to half your Charisma modifier rounded down (minimum of 1). Additionally, you can cast the spell tongues once without expending a spell slot. Once you cast the spell this way, you can't do so again until you finish a long rest. Sturdy Liver Beginning at 6th level, you gain resistance to poison damage, and advantage on saving throws against being poisoned. Moreover, when you drink a potion or beverage prepared by you on your turn, you gain advantage on the next Charisma saving throw that you make before the start of your next turn. Homebrew Infusions At 14th level, you learn how to infuse beverages and other liquids with your magical capabilities. You can expend your bardic inspiration to infuse any magic potion or liquid within a container with an effect from the Drinks Menu. The potion or liquid remains magically infused for the next 24h, and when a creature ingests it, they will receive the same effects as if you used your inspiring mixologist feature on them. You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses after you complete a long rest. Additionally, the duration for which the mixture's effect expires increases to up to 10 minutes, matching the duration of your bardic inspiration. Furthermore, if you have no more uses left of your bardic inspiration feature after rolling for initiative, you may drink a magic potion or beverage infused with your inspiring mixologist feature during your first round in combat. In doing so, you regain one use of your bardic inspiration. Once you do so, you can't use the feature again until you finish a long rest. Created by Jhamkul's Forge | Follow me on Instagram @Jhamkul | Unofficial D&D 5e fan content | Made on Homebrewery


Drinks Menu Dwarven Stout Beer The creature cannot be frightened, and gains advantage on Charisma (Intimidation) checks. Elvish Red Wine The target gains advantage on saving throws against being charmed, as well as on Charisma (Persuasion) checks. Green Ooze Jello Shot The creature can squeeze through a space as narrow as 1 inch wide. Additionally, when they expend your bardic inspiration die, the reach for any attack roll they make before the start of their next turn increases by 5 feet. Shot of Blurring Displacement When the target expends your bardic inspiration die, the first attack roll a creature makes against them is made at disadvantage until the start of the creature's next turn. Feywild's Champagne (requires 5th level) The target receives a flying speed of 15 feet, and has advantage on ability checks to spot magical illusions that rely on sight or hearing. Refreshing Tap Water (requires 5th level) The creature regains 1 Hit Point at the end of each of their turns, and the target gains resistance to cold or fire damage (choose resistance to one damage type when the creature receives your bardic inspiration). Shot of Giant's Growth (requires 5th level) The creature counts as one size larger for the duration, and they gain advantage on ability checks and saving throws against being pushed or pulled against their will, as well as to initiate or escape a grapple. Shot of Owl's Vigilance (requires 5th level) The target gains darkvision up to 30 feet, or its range increases by 30 feet if they already have darkvision. Additionally, the target cannot be surprised by other creatures within 60 feet of them. Espresso (requires 10th level) The creature cannot be magically put to sleep, and their speed increases by 10 feet. Additionally, the first time that the target would fall unconscious for the duration of the effect, they drop to 1 Hit Point instead. Green Tea (requires 10th level) The creature cannot be affected by any disease for the duration, removes the poisoned condition from the target, and gains advantage on saving throws against being poisoned. Additionally, the target receives temporary Hit Points equal to your bard level when they expend your bardic inspiration die. Shot of Feline Reflexes (requires 10th level) The creature gains advantage on Dexterity (Acrobatics) checks, and their jumping distance is doubled. Additionally, when the target expends your bardic inspiration die, they can move up to half their speed to an unoccupied space as a reaction. Energetic Fizzy Drinks (requires 15th level) When the creature expends your bardic inspiration die, they receive the benefits of completing a short rest at the cost of gaining 1 level of exhaustion. Shot of Liquid Luck (requires 15th level) When the target rolls a d20 and the result is 10 or lower, they may expend your bardic inspiration die to make the number rolled to be treated as an 11 instead, and then add the roll of your bardic inspiration die. On a roll of a 1 or 2 on the bardic inspiration die, they may reroll it once and use the highest result of the two rolls. Shot of Red Dragon's Fury (requires 15th level) The target's melee weapon attacks deal extra fire damage equal to your Charisma modifier (minimum of 1) on a hit. Additionally, when the creature expends your bardic inspiration die, they breathe a 15ft cone of fire breath in the direction where they are facing. Creatures within the area must make a Dexterity saving throw (DC is equal to your spell save DC), taking 2d12 fire damage on a failed save, or half as much on a success. Objects and constructs made of wood automatically fail this save and take maximum fire damage from the fire breath. Created by Jhamkul's Forge | Follow me on Instagram @Jhamkul | Unofficial D&D 5e fan content | Made on Homebrewery


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