Base Class: Paladin
As a regular in the Inn, The Oath of the Barkeep Paladin swore to defeat any evildoers who want to break the houserules.
The Oath of the Barkeep Paladin wants everyone to have fun and enjoys a good drink with their companions.
They value a good drink and nice stories and are open to share and help anyone who shares some time at the bar with them.
As a protector of establishments the Oath of the Barkeep Paladin disspises any wrongdoing inside of the place they swore to protect and they arent hesitant to kick someone out for trampling this ground or breaking some bottles.
Channel Divinity
When you take this oath at 3rd Level, you gain the following two Channel Divinity options:
- Channel Divinity: Calm Crowd:
As an action loudly speak out to a hostile group of hostile creatures, each creature that speaks your language rolls a DC 8 + your proficiency bonus + your charisma modifier Charisma saving throw, a creature that succeeded the saving throw can choose to fail the saving throw on its own will, any creature that has failed the saving throw becomes indifferent to the creature(s) they were hostile towards before.
All creatures currently inside a Tavern or Bar or creatures under the influence of mind altering substances have dissatvantage on the saving throw.
- Channel Divinity: Drunkards Smite:
When you hit with an attack roll you can use your Channel Divity as a bonus action to intoxicate the hit creature.
the creature must roll a DC: 10 + Your Paladin Level Constitution Saving Throw, on a failed throw the target gets Disadvantage on Wisdom and Dexterity saving throws, Disadvantage on Intelligence and Wisdom ability checks and looses the ability to concentrate until its next short rest.
By taking this oath you will get access to an expanded spell list containing:
1st Level Spells : Purify Food and Drink , Unseen Servant
2nd Level Spells: Calm Emotion, Warding Bond
3rd Level Spells: Tiny Hut, Bestow Curse
4th Level Spells: Phantasmal Killer, Confusion
5th Level Spells: Geas, Mislead
Hospitable Care
At 3rd Level, you learn how to help your intoxicated bretheren, once per long rest you can cast Detect Poison and Disease and Protection from Poison at will. (Without spending a spell slot)
Aura of Hospitality
At 7th level, you emanate an aura that fills you and your companions with courage and excitement, allowing you and your new friends to stand up to anyone who is in the mood of ruining your good vibes, you and any allies who have been in a 10 feet radius of you start into combat with 5 Temporary Hitpoints, allied creatures within 10 feet of you have advantage on Charisma and Wisdom Saving Throws and Checks.
At 18th level the Auras radius increases to 30feet.
Bouncer's Wrath
Beginning at 15th level, your trust in the barkeeper starts granting you the abbility to force troublemakers away from your jolly companions, if a creature within your movement distance is attacked you channel your anger and and move up to the attacked creature and create a aura of wrath, for one minute any creature trying to attack the creature you chose to protect needs to roll a DC: 8 + your proficiency bonus + your charisma modifier Charisma Saving throw on a failed throw the attacker gets Frightended and pushed 10 feet into the direction they approached from.
While you're protecting target creature you can follow their movement without expanding any of your own and the protected creature gets Advantage on Intimidation,Investigation and Persuation Checks.
You can use this feature once per long rest.
This feature ends as soon as you leave your protected creature (by moving out of line of sight with your target) , the combat and following encounters and/or approaches with the attacking group end or you drop to 0Hitpoints.
Barkeeps Right Hand
At 20th Level you become blessed by the good will of spending time with both friends and Strangers, Any non-hostile creature resting within a 50 feet radius can not be attacked, anyone spending time and sharing a drink with you doesnt take penalties of being intoxicated (but they still recieve any expected positive effects of their beverage), Once per short rest you may imbue a beverage with your trust and Energy turning it into one of the following drinks of choice:
Drink of Kinship: The creature that drinks this beverage gains advantage on any check that would be used for a social action.
A Drink for the Heart: The creature that drinks this beverage gains 4 D10 Temporary Hitpoints (lasting for the next 3 hours).
The Sip of Strength: The creature that drinks this beverage increases its Strength score by 1 D6 (lasting for the next hour).
Energetic Refreshment: The creature that drinks this beverage looses all levels of exhaustion and get Advantage to all Acrobatics and Athletics Checks (lasting for the next hour).
Magnifying Manabrew: The creature that drinks this beverage gains advantage on any spell rolls and any damaging spell deals another 2 D4 Poison Damage.
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