Barfight Champion. Ale is considered proficient with any improvised weapon. Furthermore, if Ale hits a target with any attack, he has the benefits of the Disengage action.
Hold My Own. Ale has advantage on attack rolls against drunk targets. He also receives no negative consequences from being drunk.
Fey Ancestry. Ale cannot be put to sleep magically, and has advantage on saving throws against being charmed or frightened.
Twin Powers. If Ale can see Kip, he receives a +2 bonus to all saving throws and attack rolls. If Ale has one of Kip's Tavern Tales die, then any creature hit by one of Ale's attack must succeed a DC 13 CON save or be drunk for 1d4 rounds.
Multiattack. Ale makes three Last Call attacks, and can switch any of them out for a Shotglass attack. Ale may choose one Last Call attack to Trip an opponent, once per turn.
Last Call. +6 to hit, one target, 5 ft. 2d6 + 4 piercing/slashing/bludgeoning damage (your choice, depending on what's around). Once per turn, Ale may try to trip an opponent (DC 15 DEX Saving throw) and knock them prone on a failure.
Shotglass. +6 to hit, one target, 120/200 ft. 3d4 piercing damage and DC 14 CON save or bleed 2d4 for 2 rounds.
Administer (4/day). Ale heals a target for 2d4 healing by administering medical alcohol. Ale must be within 5 feet of the target.
Wallflower (3/day). Ale may attempt to Hide, and if he uses a bonus action, he becomes Invisible for up to a minute. Ale may move, but the invisibility will break if he commits any action.
Don't Hit the Bartender. If Ale has two or more hostile creatures within 5 feet of him, he can try to redirect a missed attack aimed at him into the other hostile creature with a successful contested Acrobatics check.
Hands Off My Sister (1/day). If Kip ever hits 0 hit points, Ale becomes significantly stronger. For the next two turns, Kip's movement speed will increase by 10 feet, his attacks will deal an extra die of damage, he will always have the effects of the Disengage action, and he will gain a +3 to all attacks directed at the creature that knocked Kip to 0.
Description
Once the humble children of a well-respected local barkeep, Kip and Ale found themselves the proprietors after a heart attack induced by several frightening occurrences during one of the tavern's weekly game nights. Not ones for idling or laziness, the two quickly stepped up to keep the tavern afloat. After Mauz's consolidation of power, the twins were enlisted as morale-keepers and spymasters and serve as the ears of Mauz's power hierarchy.
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