Barbarian
Base Class: Barbarian

Not all barbarians learned their craft from tribes folk or from the wild. Some learned it from brawling in taverns. Tavern brawlers are barbarians who travel the world, from Inn to Inn, taverns to taverns, experiencing hospitality and food from each tavern and brawl in them. 

This is a craft where they learn to mix fist, alcohol,rage and improvisation.

Tavern Brawl

3rd-level Path of the Tavern feature

Barbarians who take the Path of Brawler often forgo traditional weapons and rather trust their fists, kicks, and whatever items are around them, be it tables, chairs, or ladders. You are proficient with improvised weapons and your unarmed strike deals 1d8 + your Strength modifier. Once you’ve reached 6th level, your unarmed strikes and improvised weapon attacks are considered magical for the purpose of overcoming resistance and immunity. 

City Sense.

3rd-level Path of the Tavern feature

Also at the 3rd level, your senses become preternaturally attuned to the scent of alcohol, food, and drinks. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you.

For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature. You can make an Intelligence (History) check to determine which inn or tavern the quarry eat his or her last meal. 

If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. You make a Wisdom (Survival) to hunt your quarry.

Improvised Drunkard

6th-level Path of the Tavern feature

Beginning at 6th level, when you are raging, you can use your bonus action to grapple and shove.

Tavern Ram

10th-level Path of the Tavern feature

Beginning at 10th level, when you successfully grapple a creature that is the same size or smaller than you, you can use it as an improvised weapon.

The creature will take half of the damage you deal.

The creature can roll a Strength saving throw on the end of its turn to break free.

Barkeeper's Retribution

 14th-level Path of the Tavern feature

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack when you are raging, you can use your reaction to hit with your improvised weapon if you are raging, aren’t incapacitated, and holding an improvised weapon.

The creature must contest its Con Saving Throw against your Strength. The creature will take damage and if it fails, will be incapacitated for 1 minute.

You can use this equals to your Constitution Modifier (minimum 1) per long rest.

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