Bard
Base Class: Bard

The Tavernier is no stranger to drunken brawls breaking out during their performance. Instead of sidestepping the fight, a Tavernier will be more than happy to step boldly into the fray, only to begin a coarse chant or drinking song right afterwards.

The name of a Tavernier is made both by the power of their singing and their creativity in fights, able to utilise almost anything they can lift as a weapon.

Bonuses

Upon choosing the Tavernier at 3rd level, Vicious Mockery is granted as a bonus cantrip and no longer counts toward your known cantrips.

If Vicious Mockery is already known, you may choose another cantrip to take its place.

Additionally, you can now make an attempt to grapple an enemy as a bonus action, granted that enemy was previously hit by your unarmed or improvised weapon strike this turn.

Charismatic Combatant

The Tavernier uses their Charisma modifier instead of Strength for unarmed or improvised weapon strike.

Inventive Brawler

Also at 3rd level, your penchant for getting involved in fistfights has taught you a certain cunning way to give yourself an edge. You adhere to the adage that anything in your hands is more dangerous than nothing.

In combat, you can now pick up any tiny, inanimate, non-magical item (e.g. a rock or a tankard) and make an attack with it. This attack's damage is calculated with your unarmed attack damage + 1d4 for wood, glass, or similar objects and another 1d4 for metal objects. This bonus becomes 2d4 for wood and another 1d4 for metal at 7th level. This attack deals bludgeoning, piercing, or slashing damage, as appropriate to the weapon you chose.

Attempting to subtly pick up a weapon requires and bonus action and a successful Sleight of Hand check contested by an onlooking creature's Perception check.

If no Sleight of Hand is attempted, no bonus action is required.

The chosen object may be targeted and destroyed by other creatures. It has an AC of 5.

The object takes the same damage as is dealt, and is unusable after it breaks.

You are proficient with improvised weapons.

Bob'n'Weave

You may take disadvantage on all attacks or ability checks you make on your turn so that all opponents have disadvantage when attacking you this round.

Unarmoured Defense

Starting at 6th level, while fighting unarmed and unarmoured, your AC becomes 10 + your dexterity modifier + your charisma modifier.

Environmental Opportunist

Also at 6th level, using improvised weapons has become second nature. You can now wield small and medium, inanimate, non-magical items and make an attack with them. You are proficient in this attack. This attack is treated as a Natural Weapon attack for the purposes of proficiency and resistance and deals bludgeoning, piercing, or slashing damage, as appropriate to the weapon you chose.

A small (e.g. a lute or a branch) object takes an action to pick up and deals your unarmed attack damage + 1d8 for wood, glass, or similar objects and an added 1d6 for metal objects.

A medium (e.g. a chest or a chandelier) object takes both an action and half your movement to pick up and requires a DC12 strength check each turn to continue holding. It deals your unarmed attack damage + 2d6 for wood, glass, or similar objects and an added 1d6 for metal objects.

Fightin' Songs

At 14th level, while unarmed you may use your action to expend a 2nd level spell slot. If you do, up to three allies you choose within a 30 ft radius who can hear and understand you gain 1d6 Bardic Inspiration die for use within 10 minutes. Counstructs do not benefit from this feature.

Additionally, your spatial awareness allows you to never be surprised indoors, except by magical means.

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