Base Class: Fighter
Drawing strength from rowdy environments, they are adept at using improvised weapons, such as broken bottles and barstools, to pummelled foes with unexpected force. Masters of close-quarters combat, Tavern Brawlers excel at grappling, disarming opponents, and creating disorder on the battlefield. With a blend of unrefined tactics and a hearty constitution, they bring a distinct flair to any fight, turning barroom scraps into triumphant battles of brute strength.
Drunken Strikes
Starting at 3rd level, your dedication in the taverns has paid off. You are proficient in unarmed combat, and your unarmed strikes can deal bludgeoning damage equal to 1d6 + 2 + your Strength modifier on a hit. The damage increases to 1d8 at level 7, 1d10 at level 11, and 1d12 at level 17.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Down the hatch
At 3rd level, your power comes from the bottle which allows you to perform drunken techniques.
Drunken Techniques: You learn two Drunken Techniques. As a bonus action, you can spend 1 Brawler point to perform a Drunken Technique. You learn additional Drunken Techniques level 7, level 11 and level 17. You can change which Drunken Techniques you have every time you level up.
Brawler Points: You gain a number of Brawler points equal to your Constitution modifier (minimum of 1). You regain all Brawler Points once you have visited a tavern or any other establishment that serves drinks. Bartenders will only allow you to refill your stock once per dawn.
Saving Throw: Some of your Drunken Techniques require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Drunken Technique save DC = 8 + your proficiency bonus + your strength modifier
|
Level |
Damage Die |
Drunken Techniques Known |
|
3 |
1d6 |
2 |
|
7 |
1d8 |
3 |
|
11 |
1d10 |
4 |
|
17 |
1d12 |
5 |
Drunk Distraction
When you hit a creature with a weapon attack, you can expend one Brawler Point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has an advantage if the attack is made before the start of your next turn.
Fair Fighter
When you hit a creature with a weapon attack, you can expend one Brawler Point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Invasive Footwork
You can expend one Brawler Point to perform the Dodge Action.
Numbing Senses
You can decide to take a drink of something stronger to numb the damage. You can expend one Brawler Die to gain resistance to bludgeoning and slashing damage for 1 minute.
Sweep the feet
When you hit a creature with an unarmed attack, you can expend one Brawler Point to attempt to knock the target down. The targer must make a Strength saving throw. On a failed save, you knock the target prone.
You dropped this
When another creature damages you with a melee weapon attack, you can expend one Brawler Point to attempt to repel the attack. The target must make a Strength saving throw. On a fail, you take half the initial damage, and the target takes the other half.
Whatever's Handy
Starting at 7th 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 Unarmed Strike die to determine the physical damage, but the damage type depends on the item being used.
One Last Drink
Starting at 10th level, if you are out of drinks and you start combat, you regain 2 Brawler Point when you roll for initiative.
Happy Hour
Starting at 15th level, your bond with the bottle has made you a sight to behold. When you an unarmed or improvised attack, you score a critical on a die roll of 19 or 20. Additionally, a critical scored in this way returns 1 Brawler Point.
Down but not Out... Yet
Starting at 18th level, you have learned to dig deep and get the job done. Once per long rest, when you are reduced to 0 hit points but not killed outright, your body unconsciously takes over. This allows you to take a turn before you are fully incapacitated, right after whichever turn it is.
Previous Versions
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8/20/2023 10:09:48 PM
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Coming Soon
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