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animorte
2023-01-06, 12:58 AM
Welcome to the 5e D&D Subclass Contest XXXV (35)!

Our voted theme for this next contest is…


Hold My Ale: Drinking ale, playing pub games, or other similar concepts. See the Monk: Way of the Drunken Master. Do you have a drinking problem and want to express how (in)effective this is during an adventure? Maybe your character is rehabilitating through AA meetings. Perhaps they're a traveling vendor (or customer) at the annual wine-tasting festival. Need to share an experience of a bartender that's sick of the stools being broken? Could be the resident hustler, deceiving money right into his own pockets.


The subclass you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
You may only create one subclass. If you create more than one subclass then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
When you submit your subclass you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
You may use other homebrew content (such as feats, spells, magical items, monsters, and base class) or even features to supplement your subclass, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your subclass must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another subclass instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

Subclass Contest Discussion Thread (https://forums.giantitp.com/showthread.php?622798-D-amp-D-Subclass-Contest-Chat-Thread-2-Joke-Entries-Win-with-Alarming-Frequency)

Deadline: February 17th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

MrStabby
2023-01-10, 05:25 PM
Hmm. I guess I could dive back into these waters...

Placeholder of Oath of Debauchery Paladin...

Twelvetrees
2023-01-10, 11:10 PM
Bootlegger

Rogue Subclass


There's money to be made in booze and when folks with coin to spend want a drink, they know just who to call. You excel at slipping supplies past the long arm of the law and knowing when to run when you need to. If a fiery distraction is needed to make good your escape, you've got all you need on hand.


Bael Turathi Cocktails

Starting at 3rd level, you can use an action to turn a bottle of wine into alchemist's fire. In addition, you gain proficiency in alchemist's fire and can treat attacks with it as a ranged weapon attack, allowing you to sneak attack with it. When you hit with alchemist's fire and deal your sneak attack damage, it deals fire damage.

You can use the bonus action granted by your Cunning Action to make a ranged weapon attack with a flask of alchemist's fire.


Smuggler

When you choose this archetype at 3rd level, you gain an extradimensional storage space that allows you to hide contraband from the authorities. This space can hold up to 100 pounds, not exceeding a volume of 27 cubic feet. You can access this space through pockets in your clothing, the top of your boots, from within your sleeves, or other similar places.

In addition, you gain proficiency in the Sleight of Hand skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.


Liquid Courage

Starting at 9th level, you can't be frightened. As a bonus action, you can give an ally within 5 feet of you another chance to throw off fear. They immediately get to make a save against an effect causing them to be frightened that they would normally get to save against at the end of their turn.


Bolt

At 13th level, when you use you Cunning Action to Dash, double the additional movement you would normally get. You have advantage on any Dexterity (Acrobatics) checks you make during this movement.


Tax Evasion

Beginning at 17th level, your reflexes are second-to-none. When you use Uncanny Dodge, you take no damage from the chosen attack.

sengmeng
2023-01-13, 01:24 AM
Martial Archetype: Bouncer

A professional doorman, bouncers may not see the same type of adventures as most heroes, but they are expected to be tough and face physical threats as their day-to-day job-- sometimes from the so-called "real heroes" who show up to spend ill-gotten loot at the establishment they're sworn to protect.

De-escalation
Beginning at third level when you select this subclass, you gain proficiency in Intimidation or Persuasion, and add double your proficiency bonus to checks made with the selected skill.

Love Tap
Also at third level, you gain Love Tap. Whenever a creature is hit by your unarmed strike and is left with fewer than 10 + your fighter level in hitpoints after the damage is calculated, they must make a save versus a DC of 8 + your proficiency bonus + your strength bonus or fall unconscious.

Situational Awareness
At seventh level, you gain proficiency in Insight or Perception, and may use a check with the selected skill in place of initiative rolls.

Yer Outta Here!
At tenth level, if you move with a creature you have grappled, you can make a shove attempt that deals damage as if you hit them with an unarmed strike and can also move them ten feet away from you and knock them prone if successful. The damage from this shove can also trigger your Love Tap ability if it leaves them with few enough hitpoints.

Sucker Punch
At fifteenth level, you can always act in a surprise round, however if you would have been surprised without this ability, you can only take the attack action, and only with unarmed strikes. The threshold for having to save versus your Love Tap ability rises to 20 + twice your fighter level during surprise rounds.

And Stay Out!
At eighteenth level, when you use Yer Outta Here!, the distance you can shove them becomes fifteen feet and the damage is doubled. Additionally, if a creature passes a save versus your Love Tap ability but is hit by another unarmed strike in the same turn, it must make the subsequent save or saves at disadvantage.

animorte
2023-01-13, 04:04 AM
Paladin: Oath of the Chaperone

A group of adventures wade into town having just vanquished a threat perhaps unknown to the townsfolk. They seek out the nearest tavern in reward, an excessive smell of nature and battle still trailing them. Somehow, guards don't seem particularly invested in the oddity. The usual residents of the pub seem to be avoiding conflict more than usual. In general, despite their circumstances, the adventurers seem to go largely unnoticed. When they are addressed, no ill intent goes their way. Even the inn-keeper doesn't show much concern for the condition of these travelers. Ah, they must have a Chaperone!

The Oath of the Chaperone is a binding for paladins that have been accustomed to influential substances and scenarios. You've been there, done that, bought the shirt, and sold it. Now you have sworn an oath to the responsibility of guiding others through this experience of life, properly, without worry of suffering the consequences from bad decisions they can barely remember.

Many chaperones even take pride in this expert authority concerning drinks. As such, they often make excellent hosts.

Tenets of the Chaperone
A paladin who assumes the Oath of the Chaperone swears to uphold the standard of awareness in the presence of intoxicating substances.

Cork Master. Hail Cork Master, the master of the cork! He knows which wine goes with fish or pork!*
Scrutiny. You observe your surroundings and do not allow inebriation to conquer your senses.
Home Safe. Do whatever it takes to bring you and your comrades to safety at the end of each day.

Oath Spells
You gain oath spells at the Paladin levels listed.


Oath of the Chaperone Spells


Paladin Level
Spells


3rdDisguise Self, Floating Disk


5thBlur, Mirror Image


9thHypnotic Pattern, Nondetection


13thFreedom of Movement, Hallucinatory Terrain


17thModify Memory, Seeming



Channel Divinity
When you take this path at 3rd level, you gain the following Channel Divinity options.

Spike the Punch. As an action, you can use your Channel Divinity to overly intoxicate unsuspecting guests. Each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. While poisoned, the creature repeats the saving throw at the end of each of its turns. On a success, it is no longer poisoned.
Tea Party. As a bonus action, you can use your Channel Divinity to bestow confidence in yourself and any number of creatures within 30 feet. For 1 minute, you and the chosen creatures have advantage on Charisma saving throws and all Charisma skill checks.

Aura of Curfew
At 7th level, your vigilance helps to avoid suspicion and arrive at your destination unhindered. You and friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks.

At 18th level, the range of this aura increases to 30 feet.

Designated Driver
At 15th level, moving through nonmagical difficult terrain costs you no extra movement. In addition, you and friendly creatures within 10 feet of you can't be tracked by nonmagical means, unless you choose to leave a trail.

Ale as Old as Time
At 20th level, with one drink of a well-aged, appropriately fermented drink, you are briefly enhanced. You become the life of the party, redirecting attention and resisting any attempts to halt your potential. Using your action, you gain the following benefits for 1 minute:

Your hit points can't be reduced to 0 by any means.
Whenever a friendly creature within 30 feet of you becomes the target of a spell or ranged attack, you can use your reaction to become the new target. You have advantage on the saving throw and resistance to the damage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


*"Whine Club," 2000. Frasier

Notafish
2023-01-27, 10:09 PM
Okay, let's try this.
Otherworldly Patron: The Green Fairy (https://www.joyceproject.com/notes/episode_3_images/images/OlivaDrinker.jpg) (aka the Demon of the Bottle (https://secure.img1-fg.wfcdn.com/im/33686813/resize-h445%5Ecompr-r85/4101/41019150/Maurin+Quina+Le+Puy+1906+by+Leonetto+Cappiello+-+Picture+Frame+Advertisements.jpg))
The Green Fairy - despite her name - is probably not of the fey. Nor is she likely a fiend, although some also call her the Demon of the Bottle. In fact, it's not clear that the Fairy is truly a coherent entity at all, but rather the collected self-deceptions and hallucinations of those that call her Muse. Nevertheless, some charismatic magic users seem to have gained some degree of magic power while under her influence.

Warlocks claiming the Green Fairy as their patron profess that they commune with her by consuming highly alcoholic spirits flavored by secret blends of aromatic herbs and other ingredients. These spirits often contain green anise, leading to their distinctive color. Many of these warlocks style themselves as romantic creatives and seekers of truth. They often gather in communities similar to bardic colleges, where they share stories and songs, while consuming socially inappropriate (and sometimes dangerous) amounts of their favorite absinthes.

Many of this subclasses' features involve dealing psychic damage to yourself or acquiring negative conditions. This is meant to reflect a stereotypical addictive relationship between some artists and intoxicants. In consultation with your table, you may choose to flavor these features as involving the ingestion of liquor or potions. For features involving voluntary psychic damage, characters immune to psychic damage take force damage instead.

Expanded Spell List
Green Fairy Pact Warlocks may choose from an expanded spell list when they learn a new Warlock spell. This list is focused on gaining knowledge and shaping illusions.


1st
Faerie Fire, Speak with Animals


2nd
Major Image, Phantasmal Force


3rd
Speak with Dead, Speak with Plants


4th
Phantasmal Killer, Divination


5th
Creation, Geas



1st level "Feature": The Fairy's Embrace
The Fairy may or may not have other plans for her thralls, but always demands that they stay within her embrace. Warlocks choosing this Pact always have a special restriction: after choosing this Pact, taking a level in a class other than warlock causes the character to lose 1d8 points from their Constitution score. This damage may not reduce the character's Constitution or hit point maximum below 1 point. This damage recovers at a rate of one point per week, and can be reversed by a Greater Restoration spell or similar effect.

1st Level Feature - Consumptive Brilliance
Most Warlocks of the Green Fairy seek her patronage out of a love for the creative arts. You gain proficiency in Performance and one musical instrument, gaming set, or language. If you already had proficiency in Performance, you may gain an additional proficiency in a musical instrument, gaming set, or language.

You may also draw on your patron for inspiration, at a cost. As a bonus action, you may deal 1d4 psychic damage to yourself to gain this damage as a bonus to attack rolls and mental (Intelligence, Wisdom, or Charisma) ability checks for the next minute. You may do this a number of times per short rest equal to your proficiency bonus.

6th Level Feature - Shared Delusions
Your flights of fancy can be upsettingly convincing. As part of casting an Illusion spell, you may deal 1d4 psychic damage to yourself and add the damage taken to the spell save DC of the spell being cast. When using this feature, your opaque visual illusions remain opaque even if they are revealed to be illusions via physical interaction (but not if they are disbelieved via successful check or save). You may use this feature a number of times per short rest equal to your proficiency bonus.

10th Level Feature - Lucid Inebriation
Sometimes, the Fairy lets you see things that others cannot. Sometimes. As an action, you may attempt to determine whether any invisible creatures or objects are within 60 feet of you, provided they are not behind total concealment. When you do this, the DM will roll a DC 8 perception check for you in secret. If this check succeeds, the DM will truthfully reveal the location of all such creatures and objects. They are visible to you for the next minute. You may make this check once per short rest without penalty. Further attempts deal 2d4 psychic damage to you.

14th Level Feature - The Fairy's Gifts
Warlocks who have committed to their pact with the Green Fairy claim that the fleeting insights offered by their patron are worth the cost. Once per long rest as an action, you may temporarily add a spell from the Warlock spell list (including the Green Fairy expanded list) to your list of spells known or your Mystic Arcana. You retain knowledge of this spell for 3d4 hours, after which the knowledge begins to fade. You may retain the knowledge, but doing so requires effort: you take one level of exhaustion* for each additional hour you choose to keep knowledge of the spell. Spells gained through this feature must be of a level you can cast.

Invocation: Bitter Botanicals
Prerequisite: Green Fairy Patron
Yoour pusuit of the Green Fairy has given you some level of proficiency with the creation of potions and other potent potables. You gain proficiency with alchemist supplies. When you finish a long rest, you may take 15 minutes to use alchemist supplies to create a potion (provided you have the key ingredients) with one of the following effects:


Stimulating Tincture: Duration: 1d10 rounds. Ingredients: common medicinal herbs. +1d6 on all saving throws for the duration. This benefit does not stack if multiple potions are ingested.


Calming Tincture: Duration: 2d10 rounds. Key Ingredients: 10gp of poppy seeds or lotus flowers. Gain the effect of a Calm Emotions spell (no save) when ingested. When combined with mineral oil, the tincture may also be used as a contact poison. If a creature resists the effect of Calm Emotions, the saving throw is equal to your Warlock spell save DC.


Hallucinatory Brew: Duration: 3d10 rounds. Key Ingredients: 50gp worth of contraband wormwood. When a creature ingests this potion, it makes a Charisma saving throw. On a failed save, the creature is blinded with regard to its own surroundings, but gains the effect of an effect similar to an Arcane Eye spell for the duration. The Arcane Eye appears directly above the creature. However, it may not be used to overcome the Blinded condition, due to a sense of disorientation caused by the third-person perspective. On a successful save, the creature is not blinded or deafened. The DC for the potion's saving throw is either 8 or your Warlock spell save DC. The DC is set by you at the time the potion is created. Vision through the Arcane eye is accurate, with the exception that the vision it provides appears through a shifting chromatic filter (colors cannot be determined reliably through the Arcane Eye, even in bright light).


Nostalgia Potion: Duration: Instantaneous. Key Ingredients: 500gp worth of rare smoked peatmoss. When you drink this potion, two things happen. You gain the effect of a Legend Lore spell, and one level of exhaustion*.


Potions created from this Invocation remain active until used or until you finish a long rest. You may create additional potions by spending a spell slot. However, the creation of each potion still takes 15 minutes.

*(or 1d4 levels of exhaustion if playing with OneDD Exhaustion rules)

BetweenComments
2023-01-31, 02:37 PM
The Brewmaster

A dwarf surrounded by arcane machinery distills a curious liquid made from wheat, underdark mushrooms, and dragon’s blood. A tavern owner passes out some drinks to parting adventures, with a suggestion to take them if they ‘are ever in a pinch’. A drunken berserker charges into battle, the alcohol in his system making every blow hurt just that little bit less.


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.

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



Artificer lvl
Artificer Spells


3rd
Heroism, Sleep


5th
Dragon’s Breath, Enlarge/Reduce


9th
Haste, Slow


13th
Confusion, Polymorph


17th
Hold Monster, Legend Lore



Bouncer Training
When you reach 3rd level, your combat training and experience with drunk customers have paid off in two ways:

You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Spellbrew
Finally at level 3 you gain the ability to infuse spells into a drink. By ritual casting an spell (even if it normally cannot be ritual cast) and spending an appropriate level spell slot using your Brewer’s Supplies, you can create a Spellbrew of an Artificer spell. Spellbrew’s have the following traits:

They can be consumed as a bonus action, this will apply the spell’s effect to the drinker, and only the drinker. Should the spell have a concentration component the drinker must concentrate on it.
They can be used as ammunition for a sling or crossbow or be used as a magical melee improvised weapon, when used this way, the bottle of the spellbrew will shatter on impact and afflict the target of the attack if the attack roll succeeds (ignoring normal requirements for the target to succeed or fail on a saving throw), though only the target of the attack will be affected by the spell. The spellbrew is wasted if the attack roll fails. The attacker must concentrate on the spell if it has the concentration component.
All variables of the spell must be declared when it is brewed. For example, Enhance Ability must be declared to target a specific Ability type and Vortex Warp must be given a direction such as 10ft west or 5ft away from me.

You may have a number of active Spellbrews equal to your Intelligence modifier, should you make more the oldest spell brew expires and becomes vinegar. Spellbrews may be of a maximum spell level of the highest level Artificer spell you know.

Extra Attack
With 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Imported Ingredients
Starting at 9th level, you may have another spellcaster assist you with making a Spellbrew. They choose the spell and spend the spell slot (subject to the spell level limit of Spellbrews) while the Brewmaster selects the variables of the spell and creates the Spellbrew of the spell. You may have a number of active Spellbrews made with Imported Ingredients equal to half your intelligence modifier (round down) and making more ruins the oldest. Imported Ingredients Spellbrews still count towards your maximum number of Spellbrews.

Brew of the Gods
When you reach 15th level, you can attempt to brew a Spellbrew for a spell you do not know without a spell slot. You may spend an hour and make an Intelligence(Brewer’s Supplies) check, DC (6 X the spell’s level). Should you succeed, you make a Spellbrew of the spell at its minimum level and cannot reuse this feature for 1d4 long rests. If you fail, you may make another attempt after a long rest. Either way you may only ever have one spellbrew made with Brew of the Gods and making a second destroys the original.

Lvl45DM!
2023-02-04, 08:58 PM
College of The Public
"Oooooooohhh...Ai-de-die-di-die-di-die-di-die-di-die!"

"On the good ship Venus..."

Not every bard stands on the stage. Some of the finest sources of inspiration, guidance and companionship are the sources that sit beside you, arms thrown around shoulders, and bellow out-of-tune along with you. The Public Bard has honed their art immersed among the folk, rather than performing for them, and as such, are more in tune with their fellows.

Drinking Song
Linked arm in arm, the Drinking Song of the Public bard is more powerful when sung together. Beginning at 3rd level When the bard uses bardic inspiration, any allies within 30ft may use their reaction to join the doggerel verse. A number of allies equal to the Bard's proficiency modifier can join in, giving greater power to the songs. Note that these effects do not stack, but the bard can join in . If 2 people join then the bard can gain the effects of either 1 person joining or 2, but not both effects. Any creature with an Intelligence higher than 3 can join the song.

1 Person joining: The range of Bardic Inspiration is increased to 120ft and the duration before it must be used is increased to 1 hour.
2 people joining: The Bard can grant inspiration to themself.
3 people joining: All rolls of 1 on the bardic inspiration dice count as 2.
4 people joining: The Public Bard can grant inspiration to a 2nd creature on the same action, without expending a use of Bardic Inspiration, as long as the 2nd creature is singing the drinking song
5 people joining: The bardic inspiration die increases by 1 stage, d10>d12 d12>2d8
6 people joining: The Public bard can grant inspiration to a number of creatures within 30 ft equal to their Charisma modifier, without expending extra die. This inspiration only lasts until the end of the bards next turn.

Arm in Arm
Starting at 3rd level, If the Public Bard gives Bardic Inspiration to a creature within 5ft, as long as the bard remains within 5ft of the creature, the Public Bard also gains Inspiration without costing an extra use of the ability. The range of this extends to 10 ft at level 14.

Swapping Tales
Starting at level 6, during a short or long rest the Public Bard can swap stories with another creature, allowing them to learn each others skills. Each creature gains proficiency in a skill or tool that the other creature has. If they choose a skill that they already have proficiency in they gain Expertise in that skill. This effect lasts until the next long rest.
Starting at level 10 the Bard and the other creature can swap weapon and armour proficiencies, but they cannot gain Expertise.
At Level 14 they can trade Saving Throw proficiencies
The Public Bard can only have one of these effects in play at any time. If they Swap Tales with another creature while another Tale Swap is active, both they, and the creature they originally swapped with, lose all benefits of the Tale Swap.

Bond of the Bar Stool
Nothing is more sacred than the Bond of the Bar Stool. Anytime a creature makes an attack roll, ability check or saving throw within 10ft of the Public Bard, they can grant them a use of Bardic Inspiration as a reaction.

BerzerkerUnit
2023-02-05, 04:54 PM
The Deckbuilder Wizard

A Wizard that casts spells seemingly at random from their spell deck. (Using the 1DND format)

Spelldeck
Beginning at 3rd level you convert one of your spell books into a spell deck. You may only have one spell deck in existence at a time and creating a new one destroys the old one. Adding spells to and transcribing from your deck works the same as it would for a book, save for scrolls which can be converted to cards in your deck as a one minute ritual at no cost.

You may prepare spells normally but spells you have prepared are temporarily removed from the deck. Your prepared spells reappear in the deck when you next prepare spells from the deck.

In order for this subclass’s features to work, the Spelldeck must be kept together and shuffled thoroughly. Additionally, efforts to cheat the deck (sleight of hand, divination magic, marking the cards) automatically fail.

Many Deckbuilders keep their decks in hand and shuffle idly through out the day. But shuffling once thoroughly after any long or short rest is the minimum necessary. The magic of the deck keeps the cards together even when in hand in combat.

When you wish to cast a spell you may expend a spell slot and draw a spell from your spell deck as an action. The spell is cast as part of the draw action. It’s component requirement if any is changed to material and met by the card drawn. If the spell has an expensive component requirement, you must have the component on your person or it must be unattended within 5 feet. If not, the spell fails and the slot is wasted.

If the spell slot expended is higher than the level of the spell drawn it’s, upcast normally. For spells without listed guidelines for upcasting, the character can recover a spell slot of a level equal to the difference in levels.

If the slot is a lower level, the spell is downcast and any slot level dependent benefits are reduced accordingly. For example, if Shatter were cast with a 1st level spell slot it would deal 2d8 instead of the normal 3. If Bestow curse were cast as a 1st level spell its duration would be Concentration up to 15 minutes.
The DM should divide durations by 2 for each level of difference and reduce the number of damage dice by 1. If a spell’s duration is effectively permanent such as instant or until dispelled, the first reduction should reduce it to 24 hours and further reduce from there.

Once cast, a spell is removed from your deck until you complete a short or long rest at which point you must shuffle the deck again.

You can use this feature to draw a card from your spell deck a number of times equal to your proficiency bonus and regain all uses after a long rest.

Card Up Your Sleeve
At 6th level and beyond, you can make a sleight of hand check against your spell DC as a bonus action. On a success you can spend a spell slot and draw a card from your spell deck and hold the spell drawn until you reveal it as an Action at a time of your choosing. Holding the spell in this way uses your concentration.
Spells cast in this way are considered cast when the card is drawn but have no effect and do not begin their durations until revealed.

Reshuffle
At 10th level you can return any cards you choose that have been removed from your spell deck to the deck as an action, including those you have prepared. You can use this feature once and regain its use after a long rest.

Double Dealer
At 14th level when you draw a card from your deck you can choose to draw two, cast one, and return the other to the top of your deck.

Itsfrank
2023-02-08, 04:41 PM
Barbarian, Path of the Bartender

Bonus Proficiencies
You gain proficiency with the Performance skill if you don't already have it. You also gain proficiency with Brewer's supplies.

This is My House
You usually leave the work to your bouncers, but sometimes they get overwhelmed and you need to pitch in. At 3rd level, if you are grappling only one creature, you can use an attack action to throw that creature up to a number of feet equal to 10 times your proficiency bonus. When that creature lands it takes 1d8 damage for each 10 feet thrown and it falls prone. If it succeeds on a Dexterity saving throw it takes half damage and does not fall prone.

If another creature is in the space that the first creature lands, it also takes 1d8 damage for each 10 feet and is knocked prone. If it succeeds on a Dexterity saving throw, it takes half damage and does not fall prone.

Throw Save DC = 8 + your proficiency bonus + your Strength modifier

Let's Keep This Civil
When a fight is about to break out between two people, you know just how to calm them down. At 6th level, while you are raging and unarmed, you can grapple two different creatures at the same time as long as they are both equal to your size or smaller.

Top Shelf
When you make the best drink for somebody, you also put on an impressive but dangerous show. Starting at level 10, when you enter a rage, every enemy within 30 feet of you must make a Charisma saving throw or be charmed by you until the end of their next turn. Any creature that starts or ends its turn within 5 feet of you while you are raging takes damage equal to your Strength bonus.

On the House
When everything is going great and people aren't causing problems, or a celebration is at hand, you know how to take care of your guests. At 14th level while you are raging you can use a bonus action to heal yourself or an ally within 20 feet. This healing amount is equal to your Barbarian level and you can only use it a number of times equal to your proficiency bonus. You regain all uses after a long rest.

animorte
2023-02-18, 08:11 AM
This submission thread is now closed.

Here's the Voting Thread. (https://forums.giantitp.com/showthread.php?654273-Hold-My-Ale-Voting-Thread-(5e-subclass-contest)&p=25710968#post25710968)

We have a nice variety of entries, love to see it! Well done and good luck everyone!