Base Class: Fighter
The tavern has always been a place that many heroes begin their journey, but for the Brawler, the tavern was their unconventional training ground. Through long nights and gallons of ale, the Tavern Brawler honed their skills and hardened their bodies, as well as their innards. Over the course of countless bar brawls and run-ins with the local guards, this warrior learned to fight and improvise, and to use "the drink" to fuel their fire. While they may not be graceful, or even look the part, the Tavern Brawler is without a doubt a force to be reckoned with.
Pugilist
Starting at 3rd level, your dedication in the taverns has paid off. You are proficient in unarmed combat and your unarmed attacks deal 1D6 bludgeoning damage plus proficiency bonus. This damage increases as you gain levels in this class. The damage increases to 1D8 at level 7, 1D10 at level 11, and 1d12 at level 17.
Your attacks are made using your raw strength.
Whatever's Handy
Starting at 3rd level, your experience in sudden brawls has taught you to use anything and everything as a weapon. You gain proficiency with improvised weapons.
When making a melee attack with an improvised weapon, you use your Pugilist damage die to determine the physical damage, but the damage type depends on the item being used. For example; a broken bottle would make the attack deal slashing damage, while a chair would cause bludgeoning damage, etc.
Demon in a Bottle
At 3rd level, your power comes from the bottle. You gain a number of drink dice equal to your Constitution modifier (minimum of 1). As a bonus action, you may spend one drink die to deal an extra 1D6 bludgeoning damage on your next unarmed or improvised weapon attack. You regain all drink dice once you have visited a tavern or any other establishment that would serve drinks.
Bartenders will only allow you to refill you stock once per visit.
Stiff Drink
Starting at 7th level, your senses are dulled by your habit. When you spend a drink die you may choose to go for a shot of something stronger, and in doing so gain resistance to bludgeoning and slashing damage for 1 minute. This stiff drink effect can be used only once per short rest, with an additional stiff drink being gained at 15th level (total of 2 per short rest).
Cheap Shot
Starting at 7th level, you know how to hit them where it hurts. Once per turn when you deal damage to an enemy with an unarmed strike or with an improvised weapon, you may use your bonus action to make an additional unarmed attack. This attack may be used on the original target or any other enemy within 5 feet of you.
Down but not Out
Starting at 10th level, you have learned to dig deep and get the job done. Once per short rest, when you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point.
Hair of the Dog
Starting at 15th level, when you are out of drinks, you regain 1 drink die when you roll for initiative.
Happy Hour
Starting at 18th level, your bond with the bottle has made you a sight to behold. When you use a drink die to empower your next unarmed or improvised weapon attack, you score a critical on a dice roll of 18, 19, or 20. Additionally, a critical scored in this way returns 1 drink die.
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Posted Jun 21, 2021Is it possible to add the check boxes for the Drink Dice feature? Or if you know of a certain way to do it, I'd be glad to do it myself.