Post by Jed on Feb 6, 2019 5:52:27 GMT
This is my first attempt at creating a homebrew subclass, I’ve only ever made a few homebrew items for home games. I would appreciate any feedback! (The subclass is based on the fact that bards have “colleges” and what would happen if there were frat boys)
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Bards of the College of Fraternity spent their college years at the same colleges as other bards, but instead of learning the ways of what you were supposed to, you spent your days partying and drinking. You were the life of the party at your cabin, every weekday was an event and every weekend you don't remember. Unsurprisingly you flunked but insist on becoming a successful bard. You use your skills you learned from party tricks and wild nights out to faze, attack, and weaken your foes.
<Quivering Stance>
At 3rd level whilst under the influence of alcohol, you have the following effects;
-Your Attacks have disadvantage.
-Disadvantage on INT and WIS Saving Throws.
-Your base movement speed is reduced by 10.
-Melee Attacks towards you have disadvantage.
-Immunity against being frightened.
-Proficient with improvised weapons.
-Your unarmed strikes use a d4 for damage.
-When you hit a creature with an unarmed strike or an improvised weapon, you can use a bonus action to grapple the target.
In order to get drunk you must drink ounces of alcohol equal to your CON modifier + ½ of your level within 5 minutes of each other. (minimum of 1 ounce.) Being drunk lasts hours equal to your ½ level or until your next short or long rest. Example; A level 7 bard with a 7 in CON must drink (-2 + ½ of 7) 1.5 ounces of pure alcohol. (30 ounces of 5% beer.) Drinking one pint (16 ounces) takes an action.
When you get drunk, make a CON Saving Throw (DC 8+ how many ounces you had to drink to get drunk rounded down) if you fail, roll a d20, if you roll a 1 you black out for 1d4 hours.
<Liquid Strength>
At 3rd level, once per short or long rest, you can drink a pint of ale as an action, it gives you 2d4 temporary hit points and raises your Strength score by 1d4-1 for an hour.
<Second-Hand Drunk>
At 6th level, while under the influence, your Bardic Inspiration dice have advantage. Also while drunk you can target enemies with Bardic Inspiration, they do not receive any bonus but suffer all the effects you do whilst drunk.
You also no longer have disadvantage for Spell Attacks while drunk, and drinking a pint only takes a bonus action.
<Seeing Double>
At 14th level, you lose all negative effects while being drunk.
Once per long rest, while casting a spell, you may instead spend one spell slot above what it normally requires. If you do, you cast the spell twice as one action, you may choose new targets for the copy.
You can now down a pint in a free action.
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Bards of the College of Fraternity spent their college years at the same colleges as other bards, but instead of learning the ways of what you were supposed to, you spent your days partying and drinking. You were the life of the party at your cabin, every weekday was an event and every weekend you don't remember. Unsurprisingly you flunked but insist on becoming a successful bard. You use your skills you learned from party tricks and wild nights out to faze, attack, and weaken your foes.
<Quivering Stance>
At 3rd level whilst under the influence of alcohol, you have the following effects;
-Your Attacks have disadvantage.
-Disadvantage on INT and WIS Saving Throws.
-Your base movement speed is reduced by 10.
-Melee Attacks towards you have disadvantage.
-Immunity against being frightened.
-Proficient with improvised weapons.
-Your unarmed strikes use a d4 for damage.
-When you hit a creature with an unarmed strike or an improvised weapon, you can use a bonus action to grapple the target.
In order to get drunk you must drink ounces of alcohol equal to your CON modifier + ½ of your level within 5 minutes of each other. (minimum of 1 ounce.) Being drunk lasts hours equal to your ½ level or until your next short or long rest. Example; A level 7 bard with a 7 in CON must drink (-2 + ½ of 7) 1.5 ounces of pure alcohol. (30 ounces of 5% beer.) Drinking one pint (16 ounces) takes an action.
When you get drunk, make a CON Saving Throw (DC 8+ how many ounces you had to drink to get drunk rounded down) if you fail, roll a d20, if you roll a 1 you black out for 1d4 hours.
<Liquid Strength>
At 3rd level, once per short or long rest, you can drink a pint of ale as an action, it gives you 2d4 temporary hit points and raises your Strength score by 1d4-1 for an hour.
<Second-Hand Drunk>
At 6th level, while under the influence, your Bardic Inspiration dice have advantage. Also while drunk you can target enemies with Bardic Inspiration, they do not receive any bonus but suffer all the effects you do whilst drunk.
You also no longer have disadvantage for Spell Attacks while drunk, and drinking a pint only takes a bonus action.
<Seeing Double>
At 14th level, you lose all negative effects while being drunk.
Once per long rest, while casting a spell, you may instead spend one spell slot above what it normally requires. If you do, you cast the spell twice as one action, you may choose new targets for the copy.
You can now down a pint in a free action.