Made to provide a more useful and versatile version of the 5e Tavern Brawler feat. Apologies for the length of the description.
You have been in your share of bar brawls and impromptu altercations. Your experience allows you to make use of weapons not many others would think to pick up. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You unarmed attacks deal additional damage equal to half of your Strength modifier, rounded down.
You gain proficiency with Improvised Weapons, ordinary objects in the environment that can be picked up and used in place of traditional weaponry. The following table describes the properties of different kinds of Improvised Weapons:
| Weapon Type | Damage | Weapon Properties | Description |
|---|---|---|---|
| Tiny Weapon | 1d4 | Light, Thrown (20/60 ft.), Finesse | Roughly the size of a kitchen knife or candlestick |
| Small Weapon | 2d4 | Thrown (20/60 ft.) | Roughly the size of a footstool or bag of apples |
| Medium Weapon | 3d4 | Two-Handed, Thrown (10/30 ft.) | Roughly the size of a dining chair or floor lamp, requires a Strength score of 11 or higher |
| Large Weapon | 4d4 | Heavy, Two-Handed | Roughly the size of an armoire or loveseat, requires a Strength score of 15 or higher |
Improvised Weapons can deal Bludgeoning, Slashing, or Piercing damage depending on the GM's ruling (certain objects, such as lit candles or ice sculptures, may even be ruled to deal elemental types of damage like Fire or Cold). Improvised Weapons do not count as magical for the sake of overcoming resistance to physical damage, even if the object itself is magical.
In addition, Improvised Weapons are less durable than those crafted for battle. Rolling maximum damage with a Improvised Weapon attack (4 for a Tiny Weapon, 8 for a Small Weapon, and so on) causes the item to break in a way that makes it no longer suitable for use as an Improvised weapon. This does not apply to magical items, and may not necessarily fully destroy the item itself based on the GM's discretion. For instance, a locked chest used as an improvised weapon may not break open to reveal what's inside when broken, instead just being dented or deformed in a way that makes it no longer useful as a weapon.
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