College of the Bartender (5e Subclass)

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Bartender

You've paid your dues; spent your days as a muse, a tumbler, or performer by any other name, but that life is tiring and demanding. You have chosen to forgo the normal path of a bard, to hell with the colleges. Instead, you've chosen to settle down with your own business, and hell, you're still merrymaking, just with alcohol now. (Though it is not required, this archetype is meant for roleplaying an older character. Likely entering their middle ages.)

Barkeep's Independence

When taking this archetype at 3rd level, you gain proficiency with the brewers supplies and cooks utensils. If you are already proficient with these tools you may instead gain proficiency with the alchemist's supplies. Additionally, you no longer need to use an instrument as your arcane focus. Instead you may use an alcoholic beverage or drug in the place of the instrument.

Bardy and Hardy

Beginning at 3rd level, you gain the ability to use bardic inspiration on yourself, adding your bardic inspiration die to any attack or check roll that you perform, but you must use the bardic inspiration when you utilize this ability. Additionally, you may choose any simple or martial weapon to gain proficiency in its use. You may choose your fists as this weapon, now using 1d6 for damage, and the option to use your fists as finesse weapons.

Alcohol Inspires

Starting at 6th level, all alcoholic beverages imbibed or served by you gain additional effects: -For ten minutes, after drinking, you give the full value possible when giving bardic inspiration.(Only applies to bards) -You gain advantage on wisdom saving throws -You become immune to the fear effect

Barkeep and Bouncer

Starting at 14th level, you gain proficiency in the intimidation skill if you don't already. Your melee attacks result in an additional effect: intimidation. You are able to make an intimidation attempt as a free action whenever you make a melee attack. Your intimidation roll is contested against the target's wisdom saving throw, and if the target fails their check and is no immune to the fear effect, they are now under the effects of fear. Every turn after, they are able to make a wisdom saving throw (DC 8 + your CHA modifier + your proficiency) to break the effect. Along with this, you are able to add your charisma modifier to the damage roll of an attack a number of times equal to your WIS modifier per long or short rest. Additionally, you now gain an unarmored defense of 10+ your CHA modifier+ your DEX modifier.


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