Tavern Brawler. The brawler is proficient with improvised weapons. The minimal damage dice for improvised weapons is a d6. If an improvised weapon the brawler is wielding closely resembles an actual weapon, that weapon gains a +2 bonus to damage rolls.
Grappler. The brawler can use a bonus action to attempt to grapple a creature. At the start of each of its turns, the brawler can deal 1d4 damage to one creature that it is currently grappled by it.
Brutal Critical. When the brawler scores a critical hit, it can roll one extra die of damage and add it to the total.
Forceful Strike (Recharge 5-6). When the brawler hits a creature with an unarmed strike or improvised weapon, it can deal an extra 1d8 bludgeoning damage to the target. That creature must make succeed on a DC 13 Strength Saving Throw or be pushed back 10 ft. and knocked prone.
Strong Attacks. When the brawler rolls a 1 or a 2 on a damage die for an attack with an unarmed strike or an improvised weapon, it can reroll the die. If the new roll is a 1 or a 2, the brawler can treat a 1 as a 2.
Second Wind (1/day). The brawler can use a bonus action on its turn to regain (1d10 + 2) hit points.
Multiattack. The brawler makes two unarmed strikes or two attacks with an improvised weapon. It can replace one unarmed strike or improvised weapon attack with a Shield Bash.
Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. HIt: 5 (1d6 + 2) bludgeoning damage, and the target must succeed on a DC 13 Strength Saving Throw or be pushed back 5 ft.
Previous Versions
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11/2/2021 9:02:08 PM
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11/16/2021 3:04:37 PM
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