D&D 5E: Epidicus’ Tavern Brawl Rules

Tavern brawls usually strike me as fun, but in my experience, they go downward from exciting to somewhat underwhelming. Hence this homebrew. This is an attempt at getting more satisfying tavern brawls, while probably reducing its length.

Credit: velinov @deviantart

Brawl Concepts

Stamina

In the beginning of the brawl, fighters have Stamina equal to 10 + Constitution modifier. Whenever they perform a Brawl Attack, they lose 1 Stamina, whether they hit or not. If they perform a Power Brawl Attack, they risk losing 3 Stamina if they miss. This is to represent brawlers getting tired as they keep punching their opponents. Having low Stamina means that the brawlers have more trouble keeping up in the fight, as per the below table:

Low Stamina Effects (Stacking)
Stamina Effect
7 Will only recover Stamina on a Constitution saving throw of DC 20 minus Stamina.
5 Disadvantage on all Attacks
3 If hit, make a DC 10 Constitution saving throw. On a fail, take double damage. In case the brawler has taken double damage from a crippling attack, take triple damage instead.
1 Brawl AC becomes half
0 Every attack by the opponent is a hit, and natural 18 or more is considered a critical.


Brawl AC

Armour is ignored in brawls. Instead, add unarmoured rules, where you add 10 + Dexterity modifier. Class specific unarmoured AC rules, such as monk’s or barbarian’s Unarmoured Defence, will apply.

Critical Hits

A critical hit does not mean rolling double dice. Instead, deal normal damage, and the opponent is considered prone.

Multi-Attack

Brawlers with multiattack can use it, but will lose Stamina for each attack.

Ending a Brawl

HP is equal to zero

If a brawler drops to 0 HP, he or she drops unconscious or semi-conscious and will be defeated.

Yield

At any point in time, a brawler may yield, and is defeated if the opponent accepts it. The DM will decide when it's time for NPC's to yield, usually in case of low Stamina, HP, or both. Frightened could also result in an NPC yielding.

Recovering From Damage

Brawlers will recover half of their maximum hit points with a one hour short rest + 1 free hit die for each additional consecutive hour of rest, in a maximum of 2 additional hours.

ACTIONS

Brawl Attack

The brawler deals a blow vs the opponent’s AC. On a hit, roll a d6 + Strength mod bludgeoning damage (see exceptions below). Every time a brawler takes a swing at the opponent, he or she will lose 1 Stamina.

Power Brawl Attack

This attack works exactly in the same way as the Brawl Attack, except that if it hits, roll 2d6 + Strength modifier for damage and lose 1 Stamina. If it misses, lose 3 Stamina instead.

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EPIDICUS' TAVERN BRAWL RULES

Crippling Brawl Attack

Similar to normal Brawl Attack, but the brawler aims at a fragile spot on the opponent. He or she rolls for damage attack at disadvantage. On a hit, it deals normal damage, plus rolls 1d6 for the following effects:

Crippling Effects
Die Effect
1 Staggers the opponent, which will be considered paralysed for one turn
2 Deals double damage on the opponent
3 The opponent is knocked prone. If on a critical hit, doubles the dice damage
4 For 1d4 turns, the opponent cannot use a positive Strength modifier
5 For 1d4 turns, the opponent cannot use a positive Dexterity modifier (including AC)
6 Removes 1d2 Stamina from the opponent

Use Object

This is a wild card action used to distract/ disturb the opponent by interacting with an object at his or her reach. The ability check, outcome and any possible loss of Stamina will depend on the situational context, and it is up to the DM to decide what to rule. One example of the use of this action is to throw sand at an opponent's eyes, or to throw a chair at someone.

Grappling

As an action, the brawler can attempt to immobilise the opponent with a normal grapple attempt as per PHB page 195. While grappling, the brawler may choose to drop the opponent prone to the ground as a bonus action. The Feat Tavern Brawler (PHB p.170) allows this to be a bonus action.

Wait It Out

The brawler is on guard while recovering 1 Stamina, and may use his/ her wits to influence an opponent. Once Stamina hits 7, see the table "Low Stamina Effects" above. As a bonus action he can take one of the following:

Taunt

After the action Wait It Out, as a bonus action, the brawler taunts the opponent to attack him in a rushed manner. The opponent makes a Charisma saving throw against the brawler’s Persuasion. If the opponent fails the save, he or she will forcefully make a Power Brawl Attack at a disadvantage on his or her next turn, unless a special condition disallows it. If it hits, the opponent will waste 3 Stamina instead of 2.


Intimidate

After the action Wait It Out, as a bonus action, the brawler attempts to intimidate the opponent. The opponent makes a Charisma saving throw against the brawler’s Intimidation. If the opponent fails, the opponent is considered Frightened for one turn and may try to run away from the tavern.

Special Rules for Classes and Feats

Monks

Martial Arts

Monks can use these Martial Arts benefits while on a brawl, except that they use a higher die for damage. For this, look at the monk table. A d4 turns into d6, a d6 turns into d8, and so on.

Ki Points

A monk can use his Ki points in order to use Flurry of Blows, which will grant Brawl Attacks as bonus action. As normal, monks can also use Patient Defence and Step of the Wind.

Unarmoured Defence

Monks enjoy unarmoured defence in the same way as they would outside a brawl with no armour.

Barbarians

Unarmoured Defence

Barbarians enjoy unarmoured defence in the same way as they would outside a brawl with no armour.

Tavern Brawler Feat

More Damage

It works exactly the same as per the Player's Handbook (p. 170), except for one thing: in brawls, instead of a d4 for damage, use a d8.

Credit: © Wizards of the Coast

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EPIDICUS' TAVERN BRAWL RULES