College of Mixology
Bards of the College of Mixology are performers of a different sort: cocktail artists whose tools are shakers and spirits rather than strings and sonnets. To them, showmanship, alchemy, and flair are as vital as melody or verse.
Flair Bartending (3rd Level)
You gain proficiency with brewer’s supplies and can use them as a spellcasting focus for your Bard spells.
As an action, you can begin a dazzling mixological performance that lasts for 1 minute, requiring concentration (as if concentrating on a spell). Each round, you may use a bonus action to continue the performance.
While performing, creatures of your choice within 30 feet who can see you and have a passive Insight score lower than your Charisma score are distracted, suffering disadvantage on Wisdom (Perception) and (Insight) checks.
If you roll a natural 1 on any ability check using brewer’s supplies during this performance, it ends early. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a long rest.
Pick Your Poison (3rd Level)
As a 1-minute ritual with brewer’s supplies, you create a magical cocktail by selecting one ingredient from the Cocktail Ingredients table. A creature may drink the cocktail as an action, gaining its effect for 10 minutes or until another cocktail is consumed.
You may prepare a number of cocktails per long rest equal to your Charisma modifier (minimum 1). Unused cocktails lose potency after your next long rest.
At 10th level, you can select two ingredients per cocktail.
Cocktail Ingredients Table:
Celestial Citrus Juice - The creature regains 1d8 hit points.
Drow Rum - Gain darkvision out to 30 ft; if the creature already has darkvision, increase its range by 30 ft.
Dwarven Whiskey - Gain 2d6 temporary hit points.
Elemental Gin - Gain advantage on initiative rolls.
Sea Elf Seltzer - Gain a swimming speed equal to walking speed.
Extraplanar Vodka - Gain a +1 bonus to weapon damage rolls.
Feyberry Syrup - Walking speed increases by 5 feet.
Gnomish Coffee Liqueur - Jump distance is doubled.
Barside Therapy (6th Level)
You have advantage on Charisma ability checks when interacting with poisoned creatures.
In addition, when using Pick Your Poison, you can instead create a Potent Cocktail. A creature that drinks it must succeed on a Constitution saving throw (DC = your bard spell save DC) or become poisoned for 10 minutes.
Quick Fix (10th Level)
As a bonus action, you can expend one use of Bardic Inspiration to instantly create a cocktail using your Pick Your Poison feature. You can either drink it yourself or toss it to a willing creature within 30 feet, who can immediately use their reaction to drink it.
Garnish (14th Level)
You can enhance your cocktails with a magical garnish. When you create a cocktail, choose one garnish from the Garnish Table. The garnish grants an additional effect for 1 minute or until the cocktail's effect ends (whichever comes first).
You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a long rest.
Garnish Table:
Aberration Eye - Gain blindsight to a range of 30 feet.
Celestial Feather - Gain a flying speed equal to walking speed.
Construct Gear - The cocktail’s duration becomes 1d4 hours.
Dragon Scale - Choose acid, cold, fire, lightning, or poison. Gain resistance to the chosen type.
Fiend Horn - Gain advantage on saving throws against spells and magical effects.