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Tavern Brawler Fighter (DND)
Tavern Brawler Fighter (DND)
710
Uncanny Technique Wrecking Ball. When you move at least 10 feet di-
10th-Level Tavern Brawler Feature rectly towards a creature immediately before making
an attack as part of the Attack action, you can forgo
You can add double your proficiency bonus to contested the attack to expend one Brawler die as you throw
Strength (Athletics) checks you make. When you make your entire body at your target. Make a Strength
an ability check to grapple a creature or to escape a grap- (Athletics) check contested by the target’s Dexter-
ple, you can treat a d20 roll of 9 or lower as a 10. ity (Acrobatics) or Strength (Athletics) check (its
choice). If you succeed, the target takes bludgeoning
Tavern Regular
damage equal to two rolls of your Brawler die plus
15th-Level Tavern Brawler Feature
your Strength modifier, and you both land prone.
Years spent anticipating conflict in inns and taverns has
given you a preternatural danger sense. You have advan-
tage on initiative rolls, and you gain proficiency in the Weapons for Tavern Brawlers
Insight skill. If you have this proficiency from another
For weapons that can augment a Tavern Brawl-
source, you can add twice your proficiency bonus to
checks you make using that skill. er’s arsenal, check out claws, knuckle dusters,
and spiked cesti in Chapter XX. To give a Tavern
As a bonus action on your turn, you can make a
Brawler access to magical damage, you can give
Wisdom (Insight) check against a creature you can see.
+1/2/3 variants of any of these weapons; reskin
On a success, you learn the creature’s disposition towards
you, such as whether it means you harm, views you as a the magical effects of other items (such as a
friend, or wants something from you. flame tongue) to apply to these weapons; or give
them the common-rarity brawler’s wraps (see be-
Grandstand Performer low) which transform the damage from grapples,
18th-Level Tavern Brawler Feature unarmed strikes, and improvised weapons into
When you roll initiative and have no Brawler dice re- magical damage.
maining, you regain two Brawler dice.
You learn new techniques that use your brawler dice.
Piledriver. When you have a creature restrained (for Brawler’s Wraps
example, by your Bind technique) and take the Wondrous item, common
Attack action, you can forgo two of your attacks While you wear these wraps, whenever you deal bludg-
to expend one Brawler die in a complex crushing eoning, piercing, or slashing damage with an unarmed
manoeuvre. The creature must make a Dexterity strike, improvised weapon, or a technique that uses
saving throw. On a failure, it takes bludgeoning Brawler dice, that damage is magical.
damage equal to two rolls of your Brawler die plus
your Strength modifier and is stunned until the end
of your next turn. On a success, it takes half as much
damage and isn’t stunned.
Throw. When you have a creature grappled and take
the Attack action, you can forgo one of your attacks
to expend one Brawler die and force the creature to
make a Strength saving throw as you attempt to
launch it. On a failure, you throw the creature hori-
zontally away from you in a straight line up to 30
feet if it is a smaller size category than you, 20 feet
if it is the same size as you, or 10 feet if it is one size
category larger than you. The creature collides with
the first solid object or creature in its path, causing
both targets to take bludgeoning damage equal
Chaouki “Ciao” Titouhi