Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following abilities:
Brutal Breaker
You are proficient with all improvised weapons. You can grab an unattended object within your natural reach and make an attack action with it as part of the same action.
Some talents possess the (fragile) tag, which allow you to break a weapon or improvised weapon made of wood, brick, or weaker materials (such as a club, a chair, or a wine bottle), in exchange for a benefit. These items are referred to as ‘fragile’ in the talents below. You cannot break or destroy magic items, or items made of strong materials such as iron, mithril, or adamantine, nor a creature you might be using as a weapon.
Hard Drinker
Drinking any liquid, including a potion, is considered interacting with an object for you.
Normal: Drinking an alcoholic drink is usually considered interacting with an object and can be done in tandem with your movement and action, but drinking a potion requires an action.
Whenever you imbibe an alcoholic drink, you gain the drunk status for 1 minute. Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents require no action unless stated otherwise in their description.
Alcohol Rules
Alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to twice their Constitution modifier per long rest but are poisoned for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as drugs. Those who regularly abuse alcohol might eventually develop an addiction.
Barroom Basic Talents
Drunk Talents
Drunken Boxer (drunk)
As long as you have the drunk status, your base unarmed strike damage increases to 1d6 if it was lower. You can expend your drunk status to automatically roll maximum damage with an unarmed strike.
Drunken Insight (drunk)
You can reroll one failed Intelligence or Wisdom-based ability check, but you must take the new result, even if it is worse. Each time you use this talent beyond the first, you take a cumulative -1 penalty on the reroll granted by this talent. This count is reset by completing a short or long rest.
False Courage (drunk)
As a reaction made in response to gaining the frightened condition, you can ignore the frightened condition until the beginning of your next turn. When you use this reaction, at the beginning of your next turn you can make a Wisdom saving throw against one source of the frightened condition from which you are currently suffering, ending that effect on a successful save. If the effect does not normally have a saving throw, treat the DC as 8 + the creator of the effect’s proficiency modifier + the creator’s key ability modifier.
Had A Few (drunk)
You gain an amount of temporary hit points equal to your level for 1 minute.
Menacing Belch (drunk)
As an action, you can force one creature within 30 feet that can hear you to make a Wisdom saving throw or be frightened of you for a number of rounds equal to your proficiency bonus. Affected creatures can make a new saving throw at the end of each of their turns to end this effect early. Once a creature has failed a saving throw against this ability, it has advantage on further saving throws against it from the same source until that source completes a long rest.
Miracle Drink (drunk)
You gain a +2 bonus to your Strength, Dexterity, or Charisma (your choice) for a number of rounds equal to your Constitution modifier (minimum 1). This cannot cause the chosen score to be greater than 20.
Nice And Loose (drunk)
Whenever subject to a Dexterity saving throw or making an ability check to escape a grapple or restraints, you can expend your drunk status to grant yourself advantage on the roll.
Purge (drunk)
As an action or bonus action, you can cause yourself to throw up, granting yourself a new saving throw against any ingested poison from which you are currently suffering, with advantage. In addition, select one square adjacent to you. That square becomes difficult terrain for the next minute. If a creature enters that square while moving at more than half its speed, it must make a Dexterity saving throw or fall prone. For every 5 levels, you can select an additional adjacent square to affect. Clearing a square of difficult terrain is an action.
Reeling Steps (drunk)
You can expend your drunk status to take the Disengage action as a bonus action. Alternatively, you can expend your drunk status to impose disadvantage on one attack roll against you as a reaction.
Steady Nerves (drunk)
You can expend your drunk status to negate disadvantage on a ranged attack roll.
Fragile Talents
Amp Up (fragile)
You can momentarily clear your mind by breaking an object against oneself. You can, as a bonus action, break a fragile object and expend a Hit Die to grant yourself advantage on saving throws against being charmed, confused (including the confusion spell and similar effects), or frightened for 1 minute.
Concussion (fragile)
By breaking an object over a creature’s head, you provoke uncontrolled action. After successfully hitting a creature with a fragile weapon, you can break that weapon. The target must succeed on a Constitution saving throw or be confused for 1 minute. A confused target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. You can expend your martial focus as a reaction to increase the result of the d10 rolled by your key ability modifier.d10 | Behavior |
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1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
2-6 | The creature doesn’t move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9+ | The creature can act and move normally. |
At the end of each of its turns, a confused target can make a Constitution saving throw. If it succeeds, this effect ends for that target, and it cannot be confused by this talent again for 24 hours.
Improvised Shield (fragile)
You can wield a weapon or improvised weapon as an improvised shield until the start of your next turn; this decision is made at the start of your turn and does not require any action.
When wielding an improvised shield, you gain a +1 bonus to AC as if equipped with a shield, but you cannot use that item to attack. An improvised shield counts as a regular shield for the Shield sphere.
Whenever you are wielding a fragile shield, and a creature makes a critical hit against you, as a reaction you can break your shield to change the critical hit into a normal hit.
Jagged Edge (fragile)
You know how to break an object to use its jagged edges to your advantage. When rolling damage with a fragile weapon, you can break that weapon to deal an additional 1d6 damage. The amount of damage increases by one step at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Lodged Fragment (fragile)
By leaving shards, slivers, or splinters in the armor or hide of a creature, you open them up to future attacks. After successfully hitting a creature with a fragile weapon, you can break that weapon to impose a -1 penalty to AC for 1 minute. This penalty does not stack with other uses of this talent.
Other Talents
Barroom Expert
When wielding improvised weapons that bear no resemblance to a standard weapon (including throwing a melee weapon or using a ranged weapon to make a melee attack), they deal 1d6 damage instead of 1d4, and you can treat these weapons as if they had the thrown (20/60) and finesse weapon properties, and either the light or the versatile (1d8) property (GM’s choice, depending on the item. For example, a stein would be a light weapon, while a heavy sack of flour would be a versatile (1d8) weapon).
Bottle Rocket
When throwing a weapon (including improvised weapons), you treat it as if it had the thrown (40/120) weapon property, unless it already has a higher range.
Double Chug
You can draw and drink two drinks, be they alcoholic or magical potions, as an action. If you do this with alcoholic drinks, this doubles the drunk status’ duration and allows you to expend your drunk status twice before actually losing it. You must have two open hands in order to perform a double chug.
Focusing Break
Whenever an enemy deals damage to or breaks an improvised weapon or shield you are using, you can regain martial focus as a reaction.
Focusing Buzz
Whenever you imbibe a non-magical alcoholic drink, you can use a bonus action to regain your martial focus.
Good For What Ails Ya
Whenever you imbibe a non-magical alcoholic drink, you can use a bonus action to spend a Hit Die to heal yourself.
High on Fumes
You can expend your martial focus as a bonus action to gain the drunk status as though you had imbibed an alcoholic beverage. This still counts against your total number of drinks per long rest.
Iron Liver
Increase the number of drinks you can consume before gaining the poisoned condition to 3x your Constitution modifier instead of 2x. You cannot develop an addiction to alcohol.
Surprise
Whenever you attack a target with a weapon they did not know about (a hidden weapon or an improvised weapon from the environment that hasn’t been wielded or used to make an attack yet), you gain advantage on that attack roll.
Barroom Legendary Talents
Alchemical Dragon
Prerequisites: Alchemy sphere, Barroom sphere.
As an action, you can imbibe any liquid alchemical weapon such as alchemist’s fire, some formulae, or acid, and then spit it out in a 15-foot cone. All creatures within that cone must make a successful Dexterity saving throw or suffer the alchemical item’s effects.
Blazewater
Prerequisites: Barroom sphere, 7th level or higher.
Whenever you would be able to imbibe an alcoholic beverage, you can instead pour it onto a weapon you or an adjacent ally is wielding and set it ablaze. For one minute, that weapon deals an additional 1d6 fire damage. This doesn’t count as imbibing the alcohol yourself.
Disposable Weapon (fragile)
Prerequisites: Barroom sphere (Jagged Edge), 5th level or higher.
You know how to break an object mid-swing to inflict severe wounds. Once per short rest before making an attack with a fragile weapon, you can expend your martial focus, breaking the weapon. If the attack hits, you can, as a reaction, change a normal hit into a critical hit. You can take this talent multiple times, each time increasing the number of times you can use this talent per short rest.
Eternal Buzz
Prerequisites: Barroom sphere (High on Fumes, Iron Liver), 15th level or higher.
When using the High on Fumes talent, you can spend a bonus action instead of your martial focus. In addition, your blood is treated as an alcoholic beverage, and any creature who attempts to swallow you whole must pass a Constitution saving throw or become poisoned for as long as you are inside of it.
Go Limp (drunk)
Prerequisites: Barroom sphere, 5th level or higher.
As a reaction, you can expend your drunk status to gain resistance to bludgeoning, piercing, and slashing damage against one attack.
Magic in the Spirits
Prerequisites: Barroom sphere, 5th level or higher.
So long as you have the drunk status, your non-magical unarmed strikes and wielded weapons gain a +1 bonus to attack and damage, and are treated as magical.
Perfect Relaxation
Prerequisites: Barroom sphere (Nice And Loose), 11th level or higher.
While using Nice And Loose to gain advantage on a Dexterity saving throw, you take no damage if the saving throw is successful.
Relic Breaker
Prerequisites: Barroom sphere.
When using a magical item as an improvised weapon, any damage they deal counts as magical.
You can treat magical items as fragile for the purpose of qualifying for (fragile) talents; the magical item must still be made of an otherwise fragile material. When you apply a (fragile) talent to a magical item, the object does not break but instead harmlessly stresses the magical item’s structural integrity; a magical item can only have one (fragile) talent applied to it each round.
If you are also using Spheres of Power, whenever you could apply a (fragile) talent to a magical item, you can instead expend your focus to trigger a cantrip wild magic effect or a universal wild magic effect.
Steel Breaker
Prerequisites: Barroom sphere.
For the purpose of qualifying for (fragile) talents, objects made of durable material (iron, steel, etc) are treated as if they were fragile.
Variants
Alcoholic
You do not gain the brutal breaker ability. You cannot possess both this and the Teetotaler variant. You gain Double Chug as a bonus talent.
Teetotaler
You do not gain the hard drinker ability and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic variant. You gain Barroom Expert as a bonus talent.
Spheres of Might by Drop Dead Studios | ||||||
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Using Spheres of Might | ||||||
Classes | ||||||
Alter Ego | Armiger | Artisan | Commander | Conscript | Scholar | Striker |
Spheres | ||||||
Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
Wrestling | ||||||
Other Rules | ||||||
Combat Actions | Conditions | Feats | Martial Traditions | Mundane Equipment | ||
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