College of Revelry

Bards from the College of Revelry know to enjoy life to the fullest. Masters of the brew and narcotics, these folks wish to see joy and stupor around them, allowing them an easy time at making a gloomy atmosphere into a happy one. This research aids them in also intoxicating their enemies, making them a dangerous foe in battle.

Experienced Distiller

When you take this college at 3rd level, you gain proficiency in Brewer's Tools and the Herbalism Kit.

When you make a check using brewer's tools or herbalism kits, you can treat a d20 roll of 9 or lower as a 10.

Liquid Luck

Also at 3rd level, you can create liquid luck. You gain a new manner of using your Bardic Inspiration; you can spend a bonus action and expend a use of your Bardic Inspiration to transform and manifest it into a drink. You choose if this drink appears in your hands or in the hands of the creature you want to target. If either of you have your hands occupied when it appears, it is securely placed so that it can be carried.

Any creature holding this drink can consume it as a bonus action, granting them the die for the next minute or until rolled. When used for an attack roll or Wisdom saving throw, the die is treated as having been rolled at half value when it is rolled below half.

Any Bardic Inspirations expended by being transformed into a drink cannot be regained through rest until the drink is consumed. These drinks become stale and useless if they have not been consumed within 24 hours of being made.

Inebriating Magic

Starting at 6th level, your magic carries an intoxicating aftertaste. Upon casting a spell, choose a creature who failed their saving throw against it. They are poisoned for the duration of the spell, or until the spell no longer affects them. If the spell was instantaneous, they are instead poisoned until the end of your next turn. You ignore immunities to the poisoned condition when using this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Tipsy Experience

Also at 6th level, you have advantage on saving throws against poison and those provoked by consumed liquids. You also gain resistance against poison damage.

Additionally, you can consume or administer a potion or bottle as part of you grabbing it.

Potent Drinks

At 14th level, you can provide a great time to those who drink your concoctions. Creatures who have consumed your bardic liquor have advantage on saving throws against being poisoned, as well as resistance against poison damage, until they roll the die or after the minute has passed. Using the die against a creature you have poisoned causes the die to be treated at max value, instead of being rolled.

Your time with liquor also causes you to gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Strength saving throws (your choice).