Base Class: Fighter
The archetypal Tavern Knight is the pinnacle of barhopping, a hero of the working class. Those who model themselves on this archetype strife almost exclusively for bragging rights and cheap nights out. They are equipped with an unparalleled appetite for simple games and sedentary sports (and daydrinking, probably).
Jack of One Trade
When choosing this archetype at 3rd level, you are presented with three options. Choose one, depending on your most proficient bar sport.
At 15th level, this trait is replaced by 'Ace of One Trade', increasing all bonuses further and adding more benefits.
4-Point Warden
Receive one magical Shield and one 'Quarterstaff'-type weapon. Unless already proficient with the weapon and shield, you gain proficiency with either.
You gain a +1 bonus to your AC when wearing armor.
8-Ball Brawler
Receive two magical 'Spear'-type weapons. Unless already proficient with the weapons, you gain proficiency with 'Spear'-type weapons.
You gain a +1 bonus to attack rolls you make with melee weapons. Additionally, you may attack with a second 'Spear'-type weapon as a bonus action when using an attack action.
9-Dart Sniper
Receive two magical 'Dart'-type weapons. Unless already proficient with the weapons, you gain proficiency with 'Dart'-type weapons.
You gain a +1 bonus to attack rolls you make with ranged weapons. Additionally, you may attack with a second 'Dart'-type weapon as a bonus action when using an attack action.
Renowned Frequenter
Starting at 7th level, you may add half your proficiency bonus (round up) to Charisma-related skill checks you make that don't already use your proficiency bonus.
Whenever you are in a tavern, you may add your full proficiency bonus instead.
In addition, when in a tavern, you (and a small handful of people you designate) dine, drink and sleep at a discounted price.
Commonfolk Skillset
At 10th level, you may choose two options from the Commonfolk Skillset class feature.
At 18th level, you may choose another two options.
Bottomless Pit
All the drinking has adequately trained your bodies inner defenses, granting you Resistance against 'Poison' damage.
Critical Drinking
For some reason, you briefly focus whenever taking the first sip in a tavern.
Once per Long Rest, after consuming a drink in a tavern, you gain advantage on the next Ability check made within an hour.
Deafening Burp
Drinking often puts more gas into your bowels than is considered healthy. The key is, however, to use its potential to your advantage - while alleviating yourself.
Once per Long Rest, after consuming a drink in a tavern, you may unleash a mighty burp as a bonus action. Any creature within 10ft of you must succeed in a DC 12 Constitution saving throw or be 'Deafened' until the end of its next turn.
Flatulence Festering
A warm meal, filling and tasty, always comes with a certain build-up of byproducts. Smelly ones at that, but you don't mind. OTHERS do.
Once per Long Rest, after eating a warm meal in a tavern, you may let one rip as a bonus action. Any creature within 10ft of you must succeed in a DC 12 Constitution saving throw or be 'Poisoned' until the end of its next turn.
Hear and Say
You know how to approach people on your turf, and they always talk. Especially when their tank is filled, a job easily done.
When at a tavern, when inquiring about rumors, you may add +1 to any corresponding Ability check you make for every silver piece spent on beverages for your interlocutor (max. +5).
Party Person
You cannot stand a dull and silent place. Taverns are a place of rest, yes, but also a place for get-togethers. Time for some fun, don't you think?
When at a tavern, you may attempt to liven up the place, inspiring musicians to play and people to dance. Roll a Performance check. If successful, people tend to be friendlier and more sociable in general.
Sated and Satisfied
Nothing beats eating good, and the benefits are felt upon waking up, aswell. Invigorated, sated, ready to save the world! ...or play some more cards, who knows.
When in a tavern, after eating a warm meal, you become well-fed after an hour, but for no longer than 8 hours. When going to sleep while being well-fed, you gain your Character level as Temporary hit points upon completing a Long Rest. These hit points last for no longer than until your next Long Rest.
Swift Fingers
Gambling is a fun pastime - if you win. How about rigging the odds in your favor, all with a little booze? ...and cheating, if need be.
When gambling in a tavern, after buying at least one round of drinks for all players, gain a bonus of +1 to all gambling-related rolls and 'Sleight of Hand' checks for every round of drinks you've bought (max. +3).
Innkeeper's Saint
They don't like you, they love you. Adore you. In essence, you are a saint to them. One of their own but still, special. Grand. And it will last as long as you remember to stick true to your nature, to keep doing what you are praised for: drinking and being kind of good at a very, veeery simple sport.
When within 30ft of a tavern, gain advantage on ALL rolls you make (Ability checks, Saving throws, Weapon attacks, Spell attacks).
Additionally, you lodge, dine and drink for free in all previously visited taverns.
Also, choose two of three inheritance options. Regardless of choice, they grant you a passive income and serve as a home for you and your allies.
Brewery
You inherit a beer and mead brewery of fairly big proportions.
Farmstead
You inherit a farmstead of fairly big proportions.
Tavern
You inherit a tavern of fairly big proportions.
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