Cleric
Base Class: Cleric

"all people have sorrows, it is thy royal duty to drown those sorrows with spirits (whether they're divine or not its your choice)"

Since the world began bartenders have always been the ear to the common adventurer, often being a shoulder to cry on during the hard times, or a friend to celebrate with during the good time, as a cleric of the bartender domain, you have thrived within this life of bartending and when someone threatens your regulars....you fight back. youre underestimated underpaid and under...the table during the tavern brawls but now you have a purpose...to make sure your best paying customers arent killing themselves....and your business

Bartenders ear

"a bartenders role is to be an ear to the drunken problem" You gain advantage on charisma and persuasion checks 

BUMS RUSH

one handed weapons can become ranged for one turn for half damage (already ranged weapons double distance)

GLASS SHANK

"always carry a bottle of something"

as a bonus action when in melee range players can use a broken bottle to attack a nearby enemy for 1d4 piercing damage, giving them disadvantage against dex saving throws that next turn

molotov cocktail

at 8th level bartenders are able to create molotovs cocktails and can throw them as a ranged weapon to deal 4d6 fire damage, you can create 1 molotov cocktail at 7th level and this increases at 10th, 12th, 16th and 18th level

LAST CALL

As a last resort you can summon an army of spiritual patrons by shouting out a sonorous war cry up to 60ft in front of you doing 5d10 bludgeoning damage

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