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MoleMage
2019-12-16, 03:33 PM
It's time for our next subclass contest! Subclass Contest XIII: Hold My Ale.


The class must fit the theme of the contest. For our thirteenth contest, that means subclasses about carousing, drinking, pub games, or other similar concepts. Want to make a rogue whose skill at darts carries over to adventuring? What about a pub brawler barbarian? Or maybe you think Clerics need to worship gods of revelry a little more enthusiastically? Now's the time!
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
Your subclass must be complete by 11:59 PM Central Time on Sunday January 12th. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
Have fun, be respectful.


Chat thread: http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread
Voting thread: http://www.giantitp.com/forums/showthread.php?606404-D-amp-D-Subclass-Contest-XIII-Voting-Thread&p=24351363#post24351363

MoleMage
2019-12-16, 04:17 PM
Bardic College of the Wassailer

Here I come, a-wassailing...

Though all bardic colleges hold a strong connection to song, the College of the Wassailer dedicates most of their effort into sharing song with others. They believe that earnest song, offered with benign intent and rewarded with freely-given charity, brings blessings on both singer and listener. Wassailers tend to be most active during festive seasons and around the new year, times when the act of giving and receiving are already blessed by the gods.


Wassail Song
At 3rd level when you first enter this college, you learn to offer song and fortune in exchange for essential goods such as food or clothing. In order to use this feature, you must spend at least 1 minute singing to a creature in or near a place which that creature considers home. At the end of the minute, both you and the target gain one Bardic Inspiration die which lasts until you complete a short rest, and one of the following occurs:


If you have more material wealth than the creature, you may offer it a day's worth of food and drink or a set of clothing in good repair and expend one of your uses of Bardic Inspiration. Once before the next time you complete a long rest, you may cast the spell Bless on yourself without consuming a spell slot. Casting Bless in this way does not require concentration.
If the creature has more material wealth than you, you may ask for a day's worth of food and drink or a set of clothing in good repair and expend one of your uses of Bardic Inspiration. If the creature grants you your request, it gains the ability to cast the spell Bless on itself without consuming a spell slot once before the next time it completes a long rest. If the creature refuses your request, you may cast the spell Bestow Curse on it immediately without consuming a spell slot or requiring concentration. It does not receive a saving throw against that effect. The effects of Bestow Curse end if you or your allies take hostile action against the creature.



Regardless of the outcome of your Wassail Song, you cannot use the Wassail Song against that creature or any other creature which shares its home for one month.

Winter Reveler
At 6th level, your frequent forays in the coldest part of the year have hardened you against the elements. You gain resistance to cold damage and you and up to 8 companions ignore penalties associated with traveling in frigid conditions.

Heartening Drink
Also at 6th level, you can turn a bottle of cider or wine into a mulled beverage that can be shared with up to 8 other creatures during a short rest. Each creature who shares this drink receives temporary hit points equal to your Song of Rest die. You must have a bottle or equivalent amount of cider, wine, or similar beverage in order to use this feature.

Improved Wassail Song
At 14th level, you gain additional benefits when you use your Wassail Song feature.


If you gave or received food, increase you and your target's current and maximum hit points by an amount equal to your Charisma bonus plus one fourth your Bard levels (rounded down). These extra hit points last until the next time you complete a long rest or you gain this benefit again.
If you gave or received clothing, increase you and your target's armor class by 1. This bonus lasts until the next time you complete a long rest or you gain this benefit again.
If the creature refused your request, you may cast Geas instead of Bestow Curse with this feature. The target still receives no saving throw, but the request you make must have to do with charity and must benefit creatures other than you or your allies.

Teaguethebean
2019-12-16, 09:23 PM
Revelry Domain
1st level
Domain spells
Good berry, Tasha's hideous laughter
Shatter, Protection from Poison
Beacon of Hope, Haste
Compulsion, Freedom of movement
Wall of light, Wrath of Nature

Bonus proficiencies: You gain proficiency in brewer's supplies and Cook's utensils

Born to party: Whenever you cast a spell that targets another creature each target of your choice may spend there reaction to move 10ft in any direction without prompting opportunity attacks.

2nd Level
Channel divinity: Center of attention: As an action you can present your holy symbol and draw the eyes of Each creature of your choice within 30ft. Each creature targeted by the effect must make a Charisma saving throw, on a failed save they have disadvantage on all attacks against creatures other than you until the end of your next turn. On a successful save nothing happens. Additionally you gain resistance to all damage and advantage on constitution saving throws until the end of your next turn.

6th Level
Heart of an oxen: At this level you gain resistance to poison damage and advantage on saving throws against the poisoned condition. If you already have either of these features you gain immunity to the respective ailment. Additionally you gain 2d6 temporary hp at the end of each long rest.

8th Level
Divine strike: Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

17th Level
Life of the Party: As an action you may expend a spell slot of 6th level or higher to invoke the Life in another soul. When expending this spell slot you may pick a creature within 30ft to have their second wind invoked granting them the benefits of a short rest.

AdAstra
2019-12-17, 06:16 AM
Spirits Domain

Gods of alcohol, like Dionysus, Ninkasi, Mbaba Mwana Waresa, and Sucellus, preside over the enjoyment and comfort found at the bottom of a bottle, for good or ill. Brewers, revelers, and minor cults frequently offer toasts and prayers to the divine power of drink, to bless their merriment as well as the myriad other uses of alcohol. Spirits have the power to steel the will, loosen the tongue, numb the body, cloud the mind, enliven or weaken the soul. It is a sustaining beverage that repels rot and disease, a cleanser, a sacrement, a poison, a comfort, a curse. Clerics of a God of Spirits channel this power to, for good or ill, make this world a little more interesting.



Cleric Level
Spells


1st
Heroism, Sleep


3rd
Calm Emotions, Suggestion


5th
Slow, Stinking Cloud


7th
Confusion, Hallucinatory Terrain


9th
Modify Memory, Synaptic Static



Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with Brewer's Supplies and Heavy Armor.

Spellcasting Focus
You can use any alcohol as a spellcasting focus for your Cleric spells. You must drink the alcohol as part of the casting.

Drunkard's Luck
At 1st level, you can momentarily intoxicate an creature, giving them a drunkard's toughness, or a drunkard's strength. When a creature within 30 feet of you is hit with a melee attack, you may use your reaction to roll 1d12+1/4 of your cleric level and either add or subtract the result from the damage roll. you can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Inebriation
Starting at 2nd level, you can use your Channel Divinity to imbue a creature with the spirit of the divine, as if their blood were wine.

As an action, you present your holy symbol and offer a toast. One creature of your choice within 30 feet of you gains temporary hit points equal to your Cleric level and is immune to being Frightened for 1 minute. If the creature is already Frightened, the effect is suppressed for the duration. For the duration, it must roll a d4 at the start of each of its turns, subtracting the result from all attack rolls it makes and adding the result to its AC until the start of its next turn. A creature that does not wish to be affected may make a Constitution saving throw against your spell save DC to avoid the affect. If an affected creature casts a spell that targets a creature, roll a d4. On a 1, the spell instead targets the nearest creature to the intended target(the DM may choose between equally close creatures)

Channel Divinity: Miraculous Proof
Also at 2nd level, you can use your Channel Divinity to perform a miracle, ensuring any party is well-refreshed.

As an action, you can transmute up to 10 gallons of drinkable liquid in open containers within 5 feet of you into an equal volume of alcoholic beverage that is purged of contaminants and disease. The drink can be of high enough proof to burn, but does so with a heatless flame. If not drunk, the beverage turns back into the original liquid within 1 hour.

Improved Inebriation

At 6th level, when you use Channel Divinity: Inebriation, you may expend multiple uses of Channel Divinity to affect multiple creatures with it, one creature for each use expended.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with your divine spirit. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Spirit Haze

Starting at 17th level, you can use your bonus action to activate an aura of intoxication and revelry extending 10 feet from you that lasts for 1 minute or until you dismiss it using another bonus action. Creatures that start their turn within the aura or enter it for the first time on a turn gain 1d4 temporary hit points and immunity to being Frightened until the start of their next turn, and must make a Constitution saving throw or be Poisoned until the start of their next turn. If the creature is already Frightened, the effect is suppressed for the duration.

sengmeng
2019-12-17, 10:22 AM
Barbarian Path to Valhalla

Among certain northern barbarians, there exists the legend of Valhalla, the mead hall of the gods. Here warriors of renown fight all day, eat and drink all night, and resurrect to do it again the next day, awaiting the apocalyptic battle known as Ragnarok.

As only those who die in battle go to Valhalla, it creates a certain recklessness in these warriors. In the midst of battle, the angelic beings known as Valkyries choose those will go, and so those who see the winged maidens fight all the harder, knowing it will be their last battle. Sometimes, however, such chosen warriors survive the battle, destined for the mead hall, but still searching for a glorious death. These are the warriors on the path to Valhalla.

Feast of Valhalla
After being chosen, the Valhalla-bound barbarian tries to live up to the ideals of Valhalla, both in feasting and fighting. After you choose this path at 3rd level, you must eat a day's rations and consume an alcoholic drinks to gain the benefits of a short rest, and you regain a use of rage on a short rest.

Wrath of the Gods
Starting at 3rd level, once per short rest, when you enter a rage as a bonus action, you can expend an additional use of rage to enter a higher level of rage. You have four options, calling on one of your patron deities. You may choose a different god each time you enter an enhanced rage, but can only use one version at a time.

Thunderer's Rage
You gain 1d8 thunder damage on all melee strength attacks, and gain advantage on Constitution saving throws for the duration of Thunderer's Rage.

Trickster's Rage
You gain 1d8 fire damage on all melee attacks and add you rage damage to dexterity-based melee weapon attacks, and gain advantage on Wisdom Saving throws for the duration of your rage. If you can cast spells, you may cast them while raging.

Rebuker's Rage
You deal 2d8 extra psychic damage on all melee strength attacks with one-handed weapons. You take 1d8 psychic damage yourself when you do so. The damage to yourself cannot be negated or reduced in any way.

Watcher's Rage
You gain 1d8 force damage on all melee strength attacks, and can see invisible and ethereal creatures and objects.

Sacred Mead
At 6th level, whenever you use a hit dice, you may also consume an alcoholic beverage and add your Constitution bonus an additional time to the damage healed.

Drunken Rage
At 10th level, you may consume an alcoholic drink as part of the bonus action to enter Thunderer's Rage, Trickster's Rage, Rebuker's Rage, or Watcher's Rage. If you do, they are enhanced in the following ways

Thunderer's Rage
During Thunderer's Rage, all weapons you wield gain the thrown property with a range of 20/60 unless they already had a greater range. You may make attack and damage rolls with ranged weapons using your strength score, and apply your rage damage and bonus thunder damage to thrown weapons. As long as a weapon you've thrown did not leave the plane, you may recall it to your hand as a bonus action.

Trickster's Rage
During Trickster's Rage, you can cast the Fire Bolt cantrip. You add your rage damage to one damage die of any cantrips or spells you cast that deal fire damage. You may cast Invisibility, Mirror Image, and Hellish Rebuke once each during Trickster's Rage, as if from the minimum level spell slot necessary. If your rage ends without casting them, they are lost.

Rebuker's Rage
During Rebuker's Rage, fiendish or undead creatures left with fewer than 25 hitpoints after you hit them with a strength-based one-handed melee weapon attack must make a DC 15 wisdom save or be destroyed in the case of undead or banished to their home plane in the case of fiends.

Watcher's Rage
During Watcher's Rage, you add double your proficiency bonus to all Perception checks. Whenever you hit an enemy with a melee attack, you may spend your bonus action to either reduce their speed to zero or prevent them from being able to be moved by magic, such as teleportation, plane shifting, or even spells that physically fling a creature with force. Either effect lasts until the end of your next turn.

All-Father's Blessing
At 14th level, whenever you enter an enhanced rage, you also gain the blessing of the All-Father. At the beginning of your rage, if you consume an alcoholic beverage, you gain temporary hitpoints equal to your Constitution score. In addition, whether or not you take advantage of Drunken Rage, you choose whether or not any spell targeting you takes effect immediately or after your rage ends, and you have advantage on all saves versus spells.

Damon_Tor
2019-12-17, 11:42 AM
College of Fellowship

Derisively called "Rabble Rousers" by those who disparage their methods, Bards who follow the College of Fellowship excel at growing a following of the common men and women they encounter in the world. When they carouse, drinking and singing with the lowest classes, their bardic magic weaves itself into the souls of anyone in need of purpose or identity, forming a fervent following. These fanatics become utterly devoted to their bard, following them into hopeless circumstances and inhospitable terrain. Some such bards can inspire their followers to form a powerful mob, a magically cohesive "swarm" of people who attack with a single minded fervor at the behest of the rabble rouser they adore.

The College of Fellowship teaches its adherents that they are ultimately responsible for the well-being of those who follow them, though not all bards who employ these techniques take this teaching to heart, some treating their followers as disposable, replaceable cannon fodder. And they aren't entirely incorrect: those who follow such a bard are generally those with little to lose. They don't have children waiting for them at home, no business which will languish in their absence, no bride left at the altar. Their place in your following is all that matters to them, and the threat of losing their lives in your company doesn't seem to bother them much at all. Still, the needless deaths of one's devoted fans is likely to weigh heavily on a good-aligned bard.

The Following
Though this class feature bears its fruit at third level, you've been planting the seeds since you became a bard. Whenever you've spent time carousing with the underclasses, danced with them, laughed with them, sung their songs and taught them yours, you've been weaving your magic into their souls, and now that magic calls them to you.

When you select the College of Fellowship at third level, you begin to amass a following: whenever you finish a long rest you are joined by a number of commoners who are magically inspired to seek you out and follow you. The number of followers who directly follow you in this way is equal to your bard level plus your charisma modifier, though the magic that compels people to seek you out can linger in any number of commoners, ensuring there are always enough to refill your ranks whenever you take a long rest. The race of your followers depends on the demographics of the settlements you've visited most recently, as long as you speak a language they understand.

These commoners obey your commands with sincere devotion, but they will not engage in combat or willingly harm themselves, their fear and incompetence overwhelming their desire to please you. If combat begins, your followers will flee and take cover as best they can, returning to you when violence has ceased. They act on your initiative, directly after you do.

Strength in Numbers
Also at third level, you inspire unity among your comrades in arms. A creature that has a Bardic Inspiration die from you can roll that die when it takes damage: instead of that creature taking the damage alone, the damage is divided between that creature and a number of other willing creatures within 30 feet of it, which cannot exceed the number rolled on the Bardic Inspiration die. The damage is divided as that creature wishes, but must be divided as evenly as possible.

The Mob
Starting at level six, the magic that urges your followers to obey you can also shape them into a chaotic but formidable fighting force, a mob. Whenever you roll initiative, your followers immediately coalesce into this mob if possible, moving their speed towards each other to join the collective unit that forms. If unable to immediately join the mob, they spend all their actions and movement trying to join it when they take their turn: a follower that isn't incapacitated can join or rejoin the mob at any time simply by entering its space. The mob acts on your initiative, after you and your followers take your turns. The mob moves where you command it (no action required), but cannot take actions. While a part of the mob, your followers cannot be targeted individually: the mob is, for all intents and purposes, its own creature. The mob disbands once combat has concluded and your followers resume their normal behavior.





Mob
Large Humanoid Swarm
__________________________________________________
Armor Class 10
Hitpoints None (See Sum of its Parts)
Speed 30 ft.
__________________________________________________



STR

DEX

CON

INT

WIS

CHA



10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

__________________________________________________
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses passive Perception 10, any special senses any of the members of the mob possesses.
Languages Any languages spoken by any members of the mob

Swarm The mob can occupy another creature's space and vice versa (other creatures' spaces are difficult terrain, as normal), and the mob can move through any opening large enough for a medium humanoid.

Sum of its Parts The mob has no hitpoints. Instead, whenever it takes 4 or more damage, one member of the mob (you choose which, if relevant) falls to the ground with zero hitpoints, unconscious but stable, and is no longer a part of the mob. If the mob has fewer than four members, it disbands. Each 5-foot square occupied by the mob can be damaged individually by some effects (such as a dragon's breath weapon or a fireball spell) and can cause multiple members of the mob to fall at once.

Mob Tactics Once per turn, when a hostile creature enters a the space occupied by the mob or starts its turn there, it takes 1d4 bludgeoning damage. This counts as a hit by a melee weapon attack, though no attack roll is required.

Might of the Mob The size of the mob and the damage it deals increases as it gains more members. From 4-8 members, the mob is large and deals damage normally. From 9-16 members, the mob is huge and it deals 1d4 extra bludgeoning damage with Mob Tactics. At 17 members or more, the mob is gargantuan and it deals 2d4 extra bludgeoning damage with Mob Tactics.




Mob Rule
Starting at 14th level your connection to your followers deepens, with you and your mob operating as a singular will. You can join the mob yourself: joining and leaving the mob requires a bonus action, or you can join the mob as a reaction as it forms when you roll initiative. Becoming a part of your own mob has the following effects:
You take your turns and actions normally, and you retain all race, class and other features. The mob doesn't take its own turn; instead you move the mob using your own move action.
You cannot be targeted directly by attacks, spells and most other effects. Such effects (including spells you cast with a range of "self") instead target your mob.
You choose which 5-foot-square of the mob's space is the origin for attacks you make and spells you cast, and any other effects which would originate from "you".
Whenever the mob makes a saving throw, you can use your own bonus to saving throws in place of the mob's. On a successful save to take half damage, it takes no damage instead.
Whenever a creature would be dealt damage by Mob Tactics, this damage is considered magical for the purposes of overcoming resistance and immunity, and you can add your charisma modifier to the damage dealt.


How does Strength in Numbers work?
Let's say Able has your Bardic Inspiration die and takes 15 points of piercing damage from an attack. He rolls the die and the result is a 3. There are 4 willing creatures within 30 feet of Able: Betty, Charlie, Dorothy and the Mob (which counts as one creature). However, the roll of the die means Able can only pick three creatures to share his damage, so he picks Betty, Charlie and the Mob (Dorothy is off the hook). Able, Betty and Charlie each take 4 points of damage while the Mob takes 3. Betty is a barbarian and is raging, so she reduces the damage she takes by 2. 3 damage isn't enough to force the Mob to lose a member, so nothing happens to it in this case.

You get certain benefits for joining your mob at level 14, but can you treat your mob as a "mount" at lower levels?
Yes, you can. Your mob is a single large (or larger) creature for all purposes due to the magic that binds them into a "swarm". This includes being a viable mount for a medium creature, despite being made up of small/medium creatures. However, there isn't likely much benefit to "crowd surfing" in this way: the mob cannot dash, and so is not a very good mount. But it could still be fun, I suppose.

Can I heal my mob?
Not directly: it has no hitpoints, and instead its individual members fall out of the mob with 0 hitpoints whenever it takes damage. Those followers aren't dying, but they are unconscious: you can absolutely heal them, and they will return to the mob right after your turn. It's worth noting that any damage taken by your followers who are at 0 hp will kill them, since they are no longer protected by the magic that binds them together as a mob.

Can I equip my followers?
Not really. Remember, your followers have no weapon or armor proficiency, and once they become a mob the damage they deal and their AC is determined by the stat block of the mob. These are not trained soldiers in a fighting formation, this is an angry crowd of regular guys flailing around.

Can I use magic to buff my mob?
Yes. Your mob is considered a single creature, and so you can cast spells on it accordingly. Mage Armor or Shield of Faith will boost the AC of the whole mob, Bless will boost its saves. Just remember that things like extra hitpoints and/or temporary hitpoints do not help the mob. It's also important to remember that the mob itself doesn't exist until you enter combat, making it difficult to "pre-buff" the mob itself, and buffing the individual followers does very little.

What if I'm on another plane where there are no humanoids to bolster the ranks of my followers?
Don't underestimate the devotion of your groupies. If you found your way to another plane of existence, then so can they, and the bardic magic that binds you to your followers can fill in the gaps wherever they exist. They will find a way to cross the eternities to be with you.

Nicrosil
2019-12-18, 02:45 PM
Artificer Specialty: Sommelier

As old as civilization itself, alcohol, and its intoxicating side effects, are potent tools in the hands of a sommelier. While their main talent lies in avoiding conflict with their spells and brews, sommeliers can hold their own in battle by striking at foes in such a way to mimic inebriation. Despite the name, sommeliers do not exclusively deal with wines; they employ dwarvish meads, orcish vodkas, and gnomish absinthe in equal and devastating measure.

Tool Proficiency: When you adopt this specialization at 3rd level, you gain proficiency with brewer's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Sommelier Spells: Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Sommelier Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Sommelier Spells


Artificer Level
Spell


3rd
Charm Person, Heroism


5th
Enthrall, Suggestion


9th
Enemies Abound, Slow


13th
Charm Monster, Confusion


17th
Geas, Modify Memory



Inebriated Confidant: At 3rd level, after speaking to a humanoid for 1 minute and offering them a drink, you begin to gain their trust. They must make a Constitution saving throw against your spell save DC or become charmed and poisoned by you. While under the effects of this ability, the target treats you as a trusted ally, will tell you information it might not otherwise, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

You may use this feature once per long rest. At 6th and 15th level, you gain another use of this feature per long rest. You may also use this ability again by expending a spell slot.

Sickening Blow: At 3rd level, as a bonus action on your turn, you may make an melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d6 + your Intelligence modifier (minimum +1) bludgeoning damage, and must make a Constitution saving throw against your spell save DC or become poisoned until the end of your next turn.

Nauseating Strike: At 5th level, your Sickening Blow deals an additional 1d6 bludgeoning damage. In addition, creatures that are normally immune to the poisoned condition must make a Constitution saving throw with advantage, or suffer the effects regardless of their immunity.

Loosen Tongue: At 9th level, you have advantage on Charisma checks when dealing with creatures that are poisoned by you. In addition, you gain resistance to poison damage and become immune to the poisoned condition

Intoxicated Inability: At 15th level, a number of times per long rest equal to your Intelligence modifier (minimum once), you can cause a creature poisoned by you to have disadvantage on saving throws against your spells.

nickl_2000
2019-12-18, 03:21 PM
Rogue: Tavern Wench

You grew up working in the taverns, maybe your parents owned the place or worked there themselves. You started cleaning the floor and dishes in the back, and kept away from the people in the front. As you grew up you started serving. Serving alcohol in a tavern is rough business. The patrons, both male and female, can get handsy, they are usually drunk and rowdy, and they are not pleasant to be around. You have learned how to navigate through these challenges.


Barfly
By level 3 you are very accustomed to life in a busy tavern and can easily make your way through a crowd. As such, you gain proficiency and expertise in acrobatics and are able to move through any crowd at normal speed. Additionally, you can move through enemies space in combat as normal terrain and requiring no checks.


Bar Brawler
You have seen your fair share of barroom brawls and have learned to protect yourself in them. Thus at level 3, you are considered proficient with improvised weapons and unarmed strikes and both gain the finesse attribute for you.
You also gain an additional way to use your Sneak Attack, since you are used to fighting in the chaos of a crowded bar brawl. You don’t need advantage on the attack roll to use your sneak attack against a creature within 5 feet of you, if there are 2 other creatures within 5 feet of you and you don’t have disadvantage.


Inured to Unwanted Attention
You have spent years being hit on by drunk patrons, so much so that you have become resistant to the unwanted advances and charms of others. At level 9, you have advantage on all saving throws to resist Charm effects from spells of special abilities.


Bitter Waitstaff
You’ve spent your entire life in the tavern and you can toss them back with the best of them. At level 13, You can drink a potion as a free object interaction. Additionally, you can throw a drink, oil, alchemist's fire, acid, holy water, or any other liquid on another target as a bonus action.


Keep your hands to yourself!
At level 17, you been there and done that. Frankly you are getting pretty tired of all the s**t from your patrons. When you are hit with an attack or grappled, may use your reaction to make an unarmed strike against your attacker. If you are successful in your hit, you also automatically break any grapples.

Phhase
2019-12-18, 08:51 PM
>drinking, eating
>doesn't specify a substance

Here we go.



Way of the Iron Cask

Monk Subclass
The Way of the Iron Cask is an oddity among monastic orders. Whereas most orders emphasize precise control and perfection of mind and body, those that follow the Iron Cask seem on the surface to be merely gluttonous hedonists. And yet, no matter what or how much they eat and drink, those of the Iron Cask never seem to become morbidly obese, poisoned, or even overweight. Indeed, many that follow this Way seem unnaturally skinny, even malnourished at times. The truth is, what may seem like wanton hedonism is in fact, a skill developed though a regimen no less exacting or precisely controlled as that of any other monastic order. They have overclocked their metabolisms, and fortified their digestive tracts with Ki, granting them the power to turn nearly any substance into fuel for their inner furnace, the flames of which burn brightly and fiercely.

Bottomless Pit
When you choose this tradition at 3rd level, your metabolism is dramatically accelerated. You require twice the amount of food each day (Two rations, twice the price of normal board at whatever inn you stay at, etc.). For each day you go poorly fed, you must make a DC 15 Constitution save or suffer one level of exhaustion.

However, your digestive system also evolves in order to be able to accommodate larger quantities of food without stretching or bulging in an unsightly or dangerous manner. Your stomach can hold 30lb in edible food/drink, and if filled to capacity, your Tank is full, and remains so for up to three days, during which no food or drink is required. A full short rest is required to fill your Tank, unless you use Acrid Furnace (See below).

While your Tank is full, you become resistant to poison damage, and have advantage against saves versus disease. As an action, you may spend 1 Ki and burn your Tank in order to remove any poisoned status, intoxication effect, or a single level of exhaustion. Alternatively, as a reaction when saving against a poisoned attack or exhaustion effect, you burn your Tank and automatically pass the save.

If you burn your tank, your innards are empty, and you must find more food in order to avoid starving.

Acrid Furnace
At 3rd level, you can eat almost any organic or inorganic substance. Stones, oil, gravel, grass, wood, pure alcohol, if you can safely swallow it, it counts as food. Monks that follow the Way of the Iron Cask often use this talent to make a modest living as an entertainer, eating or drinking whatever they are handed with gusto, to the delight and disgust of the audience.

As an action, you can devour an unattended object or corpse immediately, provided you could either swallow it whole or take a bite out of it. A large enough amount of matter will fill your Tank (DM's discretion). You can use this ability a number of times per long rest equal to your Constitution Modifier (Minimum 2).

While you could subsist on just dirt, rocks, or water, those of the Iron Cask are taught that sharing food and drink is the cornerstone of all social interactions, and as such, one ought to eat well whenever they can. You gain proficiency in cooking utensils and brewer's supplies if you do not already have them.

Guts of Steel
At 6th level, you can focus your Ki to allow you to eat increasingly more dangerous and volatile substances, and weaponize the effects. If your Tank is full, you can access the following Tank Processes:

Synthesize: As an action, you spend 1 Ki and burn your Tank, gaining temporary HP equal to twice your monk level + your Con modifier. While any of those temporary hitpoints remain, add 20ft to your speed. Gains an additional effect depending on your Focus.

Exude: As a bonus action, you spend 1 Ki and burn your Tank. The next attack you land with a weapon or unarmed strike within the next minute deals two Martial Arts Dice in extra damage of its own type and knocks the target back 10ft. Gains an additional effect depending on your Focus.

Projectile Vomit: As an action, spend 1 Ki and burn your Tank, vomiting the contents of your stomach in either a 15ft cone, or at a single creature within 25ft. Gains an additional effect depending on your Focus.

Cone: Affected creatures must save against your Ki. They take acid damage equal to two Martial Arts Dice, or half that on a success.

Targeted: Make a ranged attack. On a hit, the creature takes acid damage equal to two Martial Arts Dice + your Constitution modifier.

Choose two Foci. You gain another two Foci at 11th Level.


With the proper mental focus, you can make use of the physical attributes of whatever you've filled your Tank with.

Viscous: You've eaten a great deal of heavy or sticky things. Perhaps you chugged a keg of Sovereign Glue with your dinner. Your Tank Processes gain the following bonuses:

Synthesize Bonus: You are immune to effects that would move you against your will, as you gain an extremely sticky outer coating. Any creature successfully striking you in melee is automatically Grappled. The escape DC is the same as your Ki DC (Although a non-natural weapon may just be dropped).

Exude Bonus: Your attack carries a large, sticky glob with it. On a hit, the target is automatically Grappled. The Grapple escape DC is the same as your Ki DC.

Projectile Vomit Bonus: All ground below and within 5 feet of creatures affected by your Projectile Vomit is coated in thick slime for a number of turns equal to your Con modifier. Creatures beginning their turn in the area or entering it for the first time on a turn suffer your Martial Arts Die in damage of the attack's type, and must succeed on a Strength save versus your Ki or have their speed reduced to 0 for the rest of the turn.


Slippery: There's a great deal of lubricant in your system (Mutually exclusive with Viscous). Perhaps you dipped your tankard in the oil barrel by mistake. Your Tank Processes gain the following bonuses:

Synthesize Bonus: While your temporary hitpoints last, you are under the effect of Freedom of Movement.

Exude Bonus: Your attack causes a big splash of slippery fluid to wash over the target. For 1 minute, an affected creature has disadvantage on Dexterity saves and checks. If it fails a Dexterity check or save, it overbalances and slips, falling prone.

Projectile Vomit Bonus: All ground below and within 5 feet of creatures affected by your Projectile Vomit is affected as by the spell Grease for a number of turns equal to your Con modifier. Creatures beginning their turn in the area or entering it for the first time on a turn suffer your Martial Arts Die in damage of the attack's type.


Hot: You have a literal bellyful of coals. Perhaps you stopped by the forge for a pint or two. You may spend 1 Ki to ingest material of extremely hot temperature without harm until your next long rest. Your Tank Processes gain the following bonuses:

Synthesize Bonus: While your temporary hitpoints last, any creature that in contact with you, or that strikes you in melee takes your Martial Arts Die + your Constitution modifier in fire damage.

Exude Bonus: Exude's extra damage becomes fire damage. Creatures struck are engulfed in fire, and suffer your Martial Arts Die in fire damage at the beginning of each of their turns until they use their action to make a Dexterity check versus your Ki or otherwise extinguish themselves.

Projectile Vomit Bonus: Projectile Vomit loses the Acid type and gains the Fire type. Roll one extra Martial Arts Die to the damage.


Toxic: You carry what would be hundred of deaths for other men in your stomach. Perhaps you season your food with cyanide. You may spend 1 Ki to ignore the toxic effects of any ingested substance until your next long rest. Your Tank Processes gain the following bonuses:

Synthesize Bonus: While your temporary hitpoints last, you are lightly obscured by a roiling cloud of poison, and any breathing creature that begins their turn within 10 feet of you that is not holding their breath must make a Constitution save against your Ki or become poisoned for 1 minute. A creature that is already poisoned by this effect that fails the save against the cloud is Stunned until the end of your next turn, retching and coughing.

Exude Bonus: Exude's extra damage becomes poison damage. If this damage would reduce creature to 0 hitpoints, and the creature is at least Medium, the creature explodes into a 25ft cone of toxic gas that lasts for 1 minute. Creatures that begin their turn in the cloud or move into it for the first time on a turn take your Martial Arts Die in poison damage and must make a Constitution save against your Ki or become poisoned for 1 minute.

Projectile Vomit Bonus: Projectile Vomit loses the Acid type and gains the Poison type. Creatures struck or failing the save are blinded for a number of turns equal to your Con modifier.


Hard: You've partaken of any number of very hard substances. Perhaps you did a sword-swallowing act today. You may spend 1 Ki to ingest material of extremely hard and/or sharp nature without harm until your next long rest. Your Tank Processes gain the following bonuses:

Synthesize Bonus: While your temporary hitpoints last, whenever you would take non-magical Physical damage, reduce that damage by two Martial Arts dice + your Con modifier.

Exude Bonus: Exude's extra damage becomes Physical damage (Choose piercing, slashing, or bludgeoning). Creatures struck must save versus your Ki or be Stunned until the end of your next turn.

Projectile Vomit Bonus: Projectile Vomit loses the Acid type and gains the Physical type (Choose piercing, slashing, or bludgeoning). It can critically strike, dealing double damage on a roll of 19-20 or a Dex Save of 1 or 2 by an affected enemy.


Volatile: The stuff in your tubes is waiting on edge to be released. Perhaps you breakfasted at the powder magazine today. Your Tank Processes gain the following bonuses:

Synthesize Bonus: While your temporary hitpoints last, creatures striking you in melee with a wielded weapon must save versus your Ki, or the buffeting waves knock the weapon out of their hand (It lands 10 ft away in a random direction). If the creature is using a natural weapon, they are knocked prone instead. When your temporary HP takes damage, anything within 5 feet of you takes the same amount of Sonic damage.

Exude Bonus: Exude's extra damage becomes Sonic damage. Creatures struck are knocked back an additional 15ft and must save versus your Ki or be knocked prone.

Projectile Vomit Bonus: Projectile Vomit loses the Acid type and gains the Sonic type. Creatures struck or failing the save must save versus your Ki or be deafened for a number of turns equal to your Con modifier.


Ruminate
At 11th level, you master the art of converting food into bodily repair. You can take an action and spend 2 Ki to empty your Tank and heal yourself or an ally for half your total hitpoints.

You must complete a long rest before using this ability again.

Bring Me More
At 17th level, your Tank can have two Foci at once. If you roll initiative and have no uses of Acrid Furnace remaining, you regain 2 uses.

KragBrightscale
2019-12-20, 07:10 AM
Ok here goes

Still a WIP, but basically a Druid inspired by Greek/Roman pantheon’s Dionysus/Bacchus.



Circle of the Great Feast
Druid Subclass

Druids who belong to the circle of the feast meet each season to celebrate and enjoy the fullness of nature’s bounty. Each member contributing to the celebration with food and drink made using what nature has provided. The gathering druids share and critique each other’s ales, meads and wines, enjoy theatrical performances, and general merrymaking.

Druids of this circle are generally lighthearted and friendly, but fiercely defensive of their freedom and the natural environments that represent it. Their love for partying is unmatched and one may bump into one at any event serving quality drinks.

Level 2:
- You gain proficiency with brewing tools, if you are already proficient with it you gain proficiency in a musical instrument of your choice.

- Drunken gait: prolonged periods of drinking, and taste testing ales have caused druids of this circle to feel most comfortable walking in a stumbling and unpredictable manor even when sober. Although capable of normal walking, the druids had unintentionally discovered the benefit of such movement in combat. Their odd movements, varying speeds, occasional steps backwards and teetering from side to side make it hard for enemies to anticipate where to strike.

As long as the Druid moves any distance up to 5ft less than their normal walking speed, they gain a +1 dodge bonus to their AC against melee attacks, and a +2 dodge bonus against ranged attacks

When under the effect of anything which allows them additional movement distance, the bonus can be maintained by reducing the cap by another 5ft.

Level 6
- Brewmaster:
After an abundance of experience taste testing and critiquing other’s drinks, it’s time to start creating your own brews. In order to create the perfect beverage a lot of testing needs to be done. Whenever you take a long rest, some of that time is spent preparing drinks for the next day. Any drinks remaining at the next long rest can be either consumed or offered back to nature before the new batch is made.

A Druid may have a number of flasks or bottles of home brewed goods equal to their wisdom modifier, but only one of each type.

The Druid may take a swig from one of their drinks as a bonus action, or administer some to as part of the action when stabilizing a downed ally.

Depending on the ingredients available and used, the Druid can make different drinks.

A)Bitter Root brew: nothing says system reboot like an earthy kick to the gut. This foul tasting drink is used as a sobering drink, or cure for food poisoning at the great feast.

When consumed: gives advantage on saving throws against poison as the body attempts to expunge it. Lasts for 1 min. Causes 1hp of damage and shocks the mind, giving a chance to roll a save against mind affecting conditions.

B)Medicinal mead: made from the finest wild honey and royal jelly, even monks can’t resist another sip.

When consumed: restores 1d4 + half of the level of the Druid.

C)

D)

E)

Level 10
- party animal:
Maintain benefits of Drunken gait while in beast shape. In addition, when using the beastshape feature to turn into a creature, the home brewed beverages’ containers transform along with the Druid to be carried and accessed easily instead of being dropped or melding into the new form.

level 14
- Free spirited:
The Druid has advantage on saving throws against being charmed. In addition, once per short rest the Druid can cast freedom of movement on himself as a supernatural ability (ignoring somatic and material requirements) but its duration is only 1 minute.

saucerhead
2019-12-22, 02:25 PM
This is my first attempt at entering one of the home brewed contests. Admittedly, I haven't read any of the previous contests and hope this tongue in cheek entry will fit the theme of "hold my ale" well enough for consideration.

My paladin sub-class is: Oath of The Boor.

The Oath of the Boor is as old as the practice of brewing, and while not exclusive to the human race and male gender, it is commonly the case. Usually called Boar knights, Hedge knights or drunken swine for being found unconscious under bushes, the paladins who swear this oath cast their lot with the side of revelry and merriment and fight the cosmic struggle against the endless boredom of a pious life. Though they do not necessarily believe in principles of honor, courage, and justice while sober, they will defend them heartily when drunk. Most of their prayers are in the form of toasts or calls for deliverance from hangovers and they equip themselves with much drink to reflect their love of fermentation in the world.

Tenets
Balance - If offense is easily given, so too should be forgiveness. Buy me a drink and we'll call it even.
Equality - If I can't drink here, nobody can. Have at thee!
Rivalry - Anything is a contest, and if I'm not winning it's cuz you're cheating.
Charity - Anyone can run low on coin; can you extend me some credit?

Oath Spells
: You gain oath spells at the paladin levels listed.

Oath of the Boor spells

3rd level: Shield of Faith, Tasha's Hideous Laughter
5th level: Protection from poison, Blindness/Deafness
9th level: Tongues, Spirit Guardians
13th level: Confusion, Death Ward
17th level: Awaken, Geas

Channel Divinity
When you take this oath at 3rd level, you gain proficiency in performance while drunk or drinking, and the following two Channel Divinity options.

Undeterred. As a bonus action, you hold your holy symbol and call for all distractions, especially your pounding hangover, to be removed from your mind, using your channel divinity. For one minute you automatically succeed on concentration checks unless you are rendered unconscious or are slain; thereby overcoming all negative modifiers for the high level of, or lack there of, alcohol in your body. However, for the duration of this ability you cannot use the dodge action, since it creates a slow, spinning sensation that makes you want to puke.

Turn the Civilized. As an action, you present your holy symbol and call upon your oath or God ("What did I do to displease you?" or "Please, not on my boots again") using your channel divinity, and spend your turn puking your guts out. Each humanoid that can see or hear you, within 15 feet and is not a regular party member, must make a Charisma save. On a failed save, the humanoid is turned for one minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions, as it is focused on trying to hold its rising gorge. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature also pukes, but can then use the Dodge action.

Aura of Disgust
Beginning at 7th level all hostile creatures within 10 feet of you will direct their attacks upon you, while you are conscious. You behavior is so repugnant that if they are not within range to make an attack, they will move within range, and this movement will not provoke attacks of opportunity. At 18th level the range of this aura increases to 30 feet.

Toxic Cleansing
Starting at 15th level, the authority with which you use your Turn the Civilized ability grants you temporary hit points equal to half your Lay on Hands ability. In effect, you feel much better after puking.

Inured to Death
At 20th level, you assume the form of someone so drunk they feel no pain, but are on the verge of Death. As your action, you undergo a transformation empowering you with a divine tolerance for injury. For one minute, you are able to remain on your feet, active and conscious regardless of having zero hit points. You must still make death saving throws, and suffer the normal effects of taking damage at zero hit points. However, if you would die due to failing death saving throws, you do not die until the minute ends, and you die only then if you still have zero hit points.

MoleMage
2020-01-13, 11:56 AM
Contest time is up, voting time is now!

http://www.giantitp.com/forums/showthread.php?606404-D-amp-D-Subclass-Contest-XIII-Voting-Thread&p=24351363#post24351363

MoleMage
2020-03-03, 01:56 PM
Votes tallied, time to call it!

In 3rd place, with 9 points, we have those seekers of glorious death, sengmeng's barbarians on the Path to Valhalla! Channel the northern gods when you rage, and drink your devotion when you do pretty much anything!

In 2nd place, with 11 points, we have the rock stars of the fantasy realm, Damon_Tor's College of Fellowship! Stand for the common folk and let them stand for you. Organize your devotees into an attacking force!

Aaaaand in 1st place, with a staggering 18 points, we have that most iconic of supporting characters now taking the spotlight, it's nickl_2000's Tavern Wench! You handle the booze around here, and you've been dealing with uppity adventurers too long. Make sure everyone knows to watch their behavior!


As for themes, we had a clear breakaway in Make A Choice, and our runners-up were tied between Bigger is Better and The Pen is Mightier. Tiebreaker rules would put Bigger is Better ahead, but I'll just go ahead and include both in the next contest voting pool instead.

And we're ready to get the next contest up! Keep your eyes open for Contest XIV: Make a Choice!

It's up here: https://forums.giantitp.com/showthread.php?607867-D-amp-D-Subclass-Contest-XIV-Make-a-Choice&p=24383141#post24383141