The brawlers are so packed together that they can squeeze into the same space as another creature, or let another creature squeeze into their space. They can also slip through any gap or opening that a Medium humanoid could fit through, such as a window, a door, or a hole in the wall. The brawlers are too busy fighting to care about their wounds, and they can’t heal themselves or benefit from any healing magic or effects. Brawl. The brawlers are experts at ganging up on their enemies, and they have an advantage on hitting any creature that is isolated or outnumbered. They will use any dirty trick or tactic to gain the upper hand, such as pulling hair, biting ears, kicking shins, or throwing sand in the eyes.
1d12 random table
1. Punches and Kicks. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the brawlers’ space. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the brawlers have half of their hit points or fewer.
2. Thrown Bottle. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage. The target must succeed on a DC 12 Dexterity saving throw or catch fire; until someone takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
3. Headbutt. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the brawlers’ space. Hit: 5 (1d4 + 2) bludgeoning damage, and the target must succeed on a DC 11 Constitution saving throw or be stunned until the end of the brawlers’ next turn.
4. Bar Stool. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the brawler can’t use the bar stool on another target. The brawler can also use a bonus action to slam the grappled target against a nearby wall or table, dealing an extra 3 (1d6) bludgeoning damage. The target must succeed on a DC 12 Dexterity saving throw or be stunned until the end of its next turn.
5. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Insult. The brawlers hurl a barrage of insults and taunts at one creature they can see within 30 feet of them. The target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll or ability check it makes before the end of its next turn.
6. Spill Drink. The brawlers splash a drink on one creature within 5 feet of them. The target must succeed on a DC 11 Dexterity saving throw or be blinded until the end of its next turn. Break Bottle. The brawlers smash a bottle on a hard surface, creating a jagged weapon. The brawlers can use this weapon to make a melee weapon attack with the same statistics as the thrown bottle action, except it does not deal fire damage. The brawlers can only use this action once per turn.
7. Sing Off-Key. The brawlers attempt to sing a popular tavern song, but their voices are so awful that they cause psychic damage. Each creature within 10 feet of the brawlers that can hear them must succeed on a DC 11 Wisdom saving throw or take 4 (1d8) psychic damage.
8. Throw Food. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
9. Start a Fire. The brawlers light a match or a candle and toss it at a flammable object within 10 feet of them, such as a curtain, a rug, or a barrel of ale. The object catches fire and spreads 5 feet in each direction at the start of each of the brawlers’ turns. A creature that starts its turn within 5 feet of the fire takes 5 (1d10) fire damage.
10. Pull Hair. The brawlers grab the hair of one creature within 5 feet of them that has hair and yank it hard. The target must succeed on a DC 11 Strength saving throw or be stunned until the end of the brawlers’ next turn.
11. Spit. The brawlers spit at one creature within 5 feet of them. The target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn, as the spit carries some disease or toxin.
12. Chair Smash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
1d6 random table
1. Beg. One of the brawlers can use a bonus action to beg one creature within 10 feet of them that can hear them for mercy or forgiveness. The target must succeed on a DC 11 Wisdom saving throw or be stunned by the brawlers’ pathetic display until the end of the brawlers’ next turn.
2. Steal. One of the brawlers can use a bonus action to steal one item from one creature within 5 feet of them that is not being worn or carried. The brawler makes a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If the brawlers succeed, they take the item and can use it or hide it.
3. Applaud. One of the brawlers can use a bonus action to applaud one creature within 10 feet of them that can see them for their performance or skill. The target must succeed on a DC 11 Charisma saving throw or be stunned by the brawlers’ admiration until the end of the brawlers’ next turn.
4. Vomit. One of the brawlers can use a bonus action to vomit on one creature within 5 feet of them. The target must succeed on a DC 11 Constitution saving throw or be sickened (stunned) by the brawlers’ foul smell and taste until the end of their next turn.
5. Wink. The brawlers can use a bonus action to wink at one creature within 10 feet of them that can see them for their charm or attraction. The target must succeed on a DC 11 Wisdom saving throw or be distracted (stunned) by the brawlers’ flirtation until the end of the brawlers’ next turn.
6. Cry. The brawlers can use a bonus action to cry and sob loudly, hoping to gain sympathy or pity from their enemies. The target must succeed on a DC 11 Intelligence saving throw or be confused (stunned) by the brawlers’ sudden change of mood until the end of the brawlers’ next turn.
1d6 random table
1. Duck. When a creature within 5 feet of the brawlers makes a ranged attack against another target, the brawlers can use their reaction to duck and avoid the attack. The attack automatically misses the brawlers.
2. Grab. When a creature within 5 feet of the brawlers makes a melee attack against another target, the brawlers can use their reaction to grab and hold the attacker. The attacker must succeed on a DC 11 Strength saving throw or be grappled by the brawlers until the start of the brawlers’ next turn.
3. Cheer. When a creature within 10 feet of the brawlers makes a critical hit or a successful saving throw, the brawlers can use their reaction to cheer and applaud the creature. The creature gains temporary hit points equal to 1d6 + the brawlers’ Charisma modifier.
4. Boo. When a creature within 10 feet of the brawlers makes a critical miss or a failed saving throw, the brawlers can use their reaction to boo and jeer the creature. The creature has disadvantage on the next attack roll or ability check it makes before the end of its next turn.
5. Drink. When a creature within 5 feet of the brawlers takes damage, the brawlers can use their reaction to drink from a nearby bottle or mug. The brawlers regain hit points equal to 1d4 + their Constitution modifier.
6. Throw. When a creature within 5 feet of the brawlers moves away from them, the brawlers can use their reaction to throw an object at the creature. The object can be anything that is not being worn or carried by another creature, such as a bottle, a mug, a plate, or a fork. The object deals 1d4 bludgeoning, piercing, or slashing damage to the creature, depending on its shape and size.
Description
The brawlers are a rowdy and unruly mob of drunkards, gamblers, brawlers, and troublemakers who frequent taverns and inns. They are easily provoked into violence by insults, challenges, or perceived slights, and will fight with whatever they have at hand, such as fists, feet, bottles, chairs, or tables. The brawlers are not loyal to anyone but themselves, and will quickly disperse if faced with serious opposition or authority.
Resolution of the Brawl 1d100 random table
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01-15 The brawl ends when the local guards arrive and arrest everyone involved, including the PCs. The PCs have to either pay a fine, escape from jail, or perform a service for the authorities to get out of trouble. 16-30 The brawl ends when a powerful NPC intervenes and stops the fight. The NPC could be a patron of the tavern, a friend or enemy of the PCs, or a mysterious stranger with a hidden agenda. The NPC might offer the PCs a reward, a threat, or a quest. 31-40 The brawl ends when the tavern catches fire, either accidentally or intentionally. The PCs have to either help put out the fire, save the innocent bystanders, or escape from the burning building. 41-50 The brawl ends when the PCs discover that one of their opponents is actually an ally in disguise. The ally could be a spy, a contact, or a long-lost friend. The ally might have information, a warning, or a request for the PCs. 51-60 The brawl ends when the PCs realize that they are fighting for the wrong side. The PCs might have been tricked, manipulated, or mistaken about the cause of the brawl. The PCs have to either switch sides, apologize, or flee from the scene. 61-70 The brawl ends when the PCs win the fight and earn the respect of their foes. The foes could be rivals, enemies, or potential allies. The foes might offer the PCs a challenge, a truce, or a friendship. 71-75 The brawl ends when the PCs find out that the tavern is actually a front for a criminal organization, and they have to either fight their way out, join the gang, or expose them to the authorities. 76-80 The brawl ends when the PCs accidentally break a magical artifact that was hidden in the tavern, unleashing a powerful effect that changes the course of the fight. The effect could be beneficial, harmful, or chaotic, depending on the nature of the artifact. 81-85 The brawl ends when the PCs encounter a familiar face among their opponents, such as a former ally, a long-lost relative, or a sworn enemy. The PCs have to either reconcile, confront, or avoid their old acquaintance. 86-90 The brawl ends when one of the combatants reveals their true identity as a wanted criminal, a noble in disguise, or a secret agent. The revelation might cause more trouble for the PCs or help them in some way. 91-95 The brawl ends when an unexpected event interrupts the fight, such as an earthquake, a monster attack, or a prophecy. The event might pose a new threat for the PCs or offer them an opportunity. 96-00 The brawl ends when the PCs realize that they are part of a wager between two powerful beings, such as gods, fey, or dragons. The beings have been manipulating the events of the brawl to test the PCs’ skills, morals, or luck. The PCs have to either impress, defy, or trick the beings.
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