Base Class: Monk
The Shepherds of the Empty Glass was founded by refugees fleeing their corrupt homeland. Most members are devoted to the trickery domain, seeking to bring change through celebrations and mischief-filled chaos. They blend into society as citizens who run orphanages, communal homes for travelers, and are known to most pub owners and bartenders. And occasionally, they work to smuggle other refugees to safety, integrating them in their new home.
Pub Crawler
Taverns and inns are your sacred temples and hunting grounds. You frequent taverns across the continent as a means of gathering and passing information, often under the guise of one who is easily overlooked as a simple patron to the pub. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester, all with the fluidity of the heavily inebriated.
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. You also gain proficiency with brewer’s supplies if you don’t already have it.
When you can't gain what you need through words, you can intuit crucial information about a foe by striking pressure points. You can analyze a creature with one of the attacks granted by your Flurry of Blows when you hit it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Pub Brawler
Taverns are your temple--and you are well-versed in how to defend your sacred space. At 3rd level, you step onto your chosen path with the following:
- Improvised Weaponry. You are proficient in all improvised weapons
- Bonus Grapple. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. You may choose Athletics or Acrobatics to make the grapple.
- Dirty Fighter. At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Backroom Bouncer
Extort Truth. Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 focus point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Erudition: Round One
Also by 6th level, you have extensively studied the history and lore within the archives of the Smiling Shepherds. You learn one language of your choice, and you gain expertise in one chosen skill.
You gain an additional language and skill expertise at 11th and 17th level.
Drunken Dancer
Your experience with martial arts and tavern brawls have made you exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Erudition: Round Two
You gain an additional language and skill expertise of your choice at 11th level.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Erudition: Round Three
You gain an additional language and skill expertise of your choice at 17th level.
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