College of the Tankard

Some Bards sing, some Bards dance. Some tell tales, some weave lies. Some play the fool, some mock those in power. While many Bards spend their lives in many fields, they all have one thing in common; the tavern. Bards from across the world are always at home at the local pub, bar, inn, tavern or local dive. It is here many find their calling, and it is here many stay. Wether a boon or bane to their travelling companions, Tankard Bards are always the life of the party.

Passed Out

Upon selecting this College at level 3, you have learned to regain some of your magical energy by passing out. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Bard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Bard, you can recover up to two levels worth of spell slots.

You can recover either a 2nd-level spell slot or two 1st-level spell slots.

During this short rest, you can only use a single Hit Die to recover Hit Points with and no one but yourself may benefit from your Song of Rest ability.

Once you have used this ability, you cannot use it again until you finish a Long Rest.

Secret Brew

Also at 3rd level, your drinks themselves become imbued with some of your magical essance. As a Bonus Action, you may choose yourself or an ally within 5 feet of you. Roll and expend one of your Bardic Inspiration dies and add your Charisma modifier to the roll. Yourself or the ally you have targetted gain the total as Temporary Hit Points. They also gain advantage against the Frightened Condition, but gain disadvantage agianst the Charmed condition. If you provide your Secret Brew to a target that is unconsious, they also regain 1 hit point, in addition to the other

Additionally, you gain proficiency with Brewer's Supplies.

Don't Stop The Party

Upon reaching level 6, your movements have become eradic. You may take the Disengage action as a Bonus Action.

Additionally, if you were to be brought to 0 hit points, but not killed out right, you may use your reaction to make one last hooray before falling. As your reaction, you may cast any Cantrip, 1st or 2nd level spell that you know with a casting time of 1 action that does not regain hit points to yourself. Once you have used your reaction, you take the damage that would bring you to 0, and you fall unconscious. If you are brought back within 2 rounds of going down, for the first turn you are back up, you are considered Stunned.

Once you have used this feature, you may not use it again until you have finished a long rest.

Credit: innroadsministries

Tapped Keg

Upon reaching level 14, your drinking habits have finally caught up to you. Your mind is such mess that anyone who tries to enter it will have a hard time doing so. Anyone who wishes to subject you to an Intelligence, Wisdom or Charisma saving throw must first make an Intelligence saving throw against your Bard Spell Save DC. If they fail the save, the creature must choose a new target or lose the action.