March 5, 2019

College of Bartending

Bardic College
Comments from the Finger: Sorry for the late post! I didn't like my last draft, so I completely reworked it. Hopefully, the results are positive!

College of Bartending

Purveyors of the liquid arts and inspirers of the liver, bartenders lend a sympathetic ear and a full glass to those in need of such things. All bartenders are center points of the community and most are incorrigible gossips, offering rumors and information to any adventurers willing to buy a drink, but a rare few seek to elevate drinkmaking to an artform. Such bards create concoctions that are strong and sweet, bitter and bold, and all things in between. Expert bartenders are masters of mixology and connoisseurs of everything alcoholic.

Rumorist
By the time you choose this college at 3rd level, your years around taverns have taught you how to pick up the interesting tidbits that come down the grapevine. You have advantage on any ability check you make to hear news, rumors, and gossip.

Inspirational Drink
Also at 3rd level, you gain proficiency in brewer's supplies.
     Additionally, you can use your bonus action to whip up a delicious cocktail, expending a Bardic Inspiration die and investing it in the drink. Any creature can consume the drink as a bonus action to gain the Bardic Inspiration die, which is lost if they do not use it before the end of their turn. Bardic Inspiration dice invested in drinks do not recover when you take a short or long rest as expended dice do, unless the drink is consumed first. Drinks retain their potency for 24 hours, after which time they become watered down and lose their invested Bardic Inspiration dice.

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, the creature must make a Wisdom saving throw, opposed by your spell save DC. 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 24 hours.

Hair of the Dog
Starting at 14th level, whenever a creature consumes one of your Inspirational Drinks and spends the Bardic Inspiration die on a roll, they gain temporary hit points equal to the total of the roll, which last for 1 minute.


Changelog: 3/9/19: Inspirational Drink: Clarified that dice invested in drinks can be regained once drunk

11 comments:

  1. Neat! So the 14th level feature would essentially give you Temp HP equal to 1d20+1d12+Associated Stat+Potentially Proficiency?

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    1. I believe its likely supposed to be just the bardic inspiration die

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  2. A must-have for Dragon Heist -> Dungeon of the Mad Mage!

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  3. So with the 3rd level ability, could you not give yourself inspiration?

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  4. Haha, if I played this subclass, I'd feel very much abliged to ask one of my friends to play a drunken fist monk, while the rest of the party is trying to help him quit, I'll be there " hey buddy, your looking rough, want some 'inspiration'?"

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    1. Why stop there? Have a booze-based (adventuring) party with a coffee cleric to keep you going next morning!

      http://mfov.magehandpress.com/2015/07/mountain-man.html
      http://mfov.magehandpress.com/2016/09/oath-of-revelry.html
      http://mfov.magehandpress.com/2019/02/coffee-domain.html

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  5. Tried to post this twice before but it didn't go through, damn mobile. Suggestion/critique: Inspirational Drink is something I would never logically use beyond the fun flavor of being able to mix up tasty cocktails. As it stands, it is bad action economy, provides no logical upgrade to regular inspiration besides being able to drink it yourself and **very** situational aspects, and has a time limit of approximately 12 seconds instead of the usual 10 minutes. Why? Why would you just not hold onto it, a bard isn't often using their BA, and other classes could really need that BA. Not to mention that I have a hard enough time getting my players to expend their inspiration die and with this arbitrary timelimit they'd probably never use it. I hope this did not seem rude, I really enjoy the concept of this subclass but would like to see it's 3rd level ability executed as well as the rest of it.

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