Barkeep

Level 1
Creature· humanMediumLegacy
AC
14
HP
25
Speed
25 ft.
Perception
+6
Fort
+7
Ref
+3
Will
+6
Languages common
Skills diplomacy +8, athletics +6, deception +6, performance +6, society +5, thievery +3
Recall Knowledge DC 15 (society)

Attacks

Melee Sap +6 (agile, nonlethal), Damage 1d6+3 bludgeoning
Melee Fist +6 (agile, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Melee Pewter Mug +3 (thrown 10 ft.), Damage 1d4+3 bludgeoning

Abilities

Bar Brawler

The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.

Barkeep's Advice◆◆◆

Frequency once per day


Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends.

A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month.

Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice.


Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.