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Barkeep

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Behind the bar of a tavern, inn, or alehouse, you learned far more than how to pour drinks. You became a confidant to the lonely, a mediator of disputes, a gatherer of gossip, and a reader of people. You know how to keep rowdy patrons from coming to blows, how to listen without seeming to, and how to get someone talking with just the right combination of sympathy and free drinks. Your establishment might have been a rough dockside dive, a respectable coaching inn, or anything in between -- but wherever it was, you were its beating heart.

Ability Score Adjustments: +1 Constitution or Charisma, +1 on any other ability

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: Brewer's Supplies

Languages: Two of your choice

Equipment: A set of common clothes, brewer's supplies, a bar towel, a flask of strong spirits, and a belt pouch containing 15 gp

Feature: Bar Fight Veteran

Once per long rest, when a fight breaks out in close quarters (indoors or in a crowded space), you can use your reaction to grab an improvised weapon from nearby -- a bottle, a chair leg, a heavy mug, or whatever else is at hand. This improvised weapon deals 1d6 damage (the DM determines if it is bludgeoning, piercing, or slashing damage) in your hands and doesn't have disadvantage on attack rolls like improvised weapons normally do. Additionally, for the next minute, you have advantage on checks and saves to avoid being grappled or shoved, reflecting your experience with tavern brawls.