| Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice. | |
| Perception | +6 Darkvision |
| Languages | Common, Dwarven |
| Skills | Alcohol Lore +9 , Athletics +6 , Deception +6 , Diplomacy +8 , Performance +6 , Society +5 , Thievery +3 |
STR +3 , DEX +0 , CON +2 , INT +0 , WIS +1 , CHA +3 | |
| Items | Items barkeep’s apron (functions as padded armor), flask of whiskey, pewter mug, sap |
| AC | 14 |
| Saving Throws | Fort +7, Ref +3, Will +6 |
| HP | 25 |
| Speed | 20 feet |
| Melee | Sap +6 +2 / -3 (agile, nonlethal), Damage Bludgeoning Fist +6 +2 / -3 (agile, nonlethal), Damage Bludgeoning |
| Ranged | Mug +3 -2 / -7 (thrown 10 feet), Damage Bludgeoning |
| Special Abilities | Bar Brawler The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage. Barkeep’s Advice (auditory, fortune, linguistic, mental) Frequency once per day; Effect The barkeep gives some pertinent advice to a single
creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep’s Advice is temporarily immune to the ability for 1 month. |
| Spells | |
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