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Class record

Tavern Brawler

Striker / Controller

Tier
2
Difficulty
3 / 5
Main role
Striker
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Perception, Insight, Survival, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Fighters who have learned the art of a drunken brawl.

Tactical guidance

Playing Tavern Brawler

Tavern Brawler is a weird striker that relies on improvised weapons for their abilities. They can easily grab one with Chair Grab. It can still only be used once per turn, so if you don't have another weapon be careful you don't break it too early. Here is where Martial Artist has an advantage over a Fighter→Tavern Brawler, they can always use unarmed attacks. Those without unarmed attacks may want to consider having daggers on them as back up, or using a longsword for their weapon.

Bottle Smash and Bottle Toss are both attacks that break the improvised weapon and apply daze. Bottle Toss has longer range, but it also costs a bit of mana. The drawback of breaking the weapon isn't too bad as long as you use it as the last action in your turn. Bottle Smash also has the prone keyword, letting it be used while you're on the floor. This is relevant because of the Tackle ability.

Tackle is a bit of a double-edged sword. It costs no AP, but also deals no damage. Knocking the enemy prone is powerful, but even if you land the attack you will also fall prone. The enemy can also dodge it to make only you fall prone. This is not all bad though. Standing up is only 1 AP, so if you land the knockdown you could spend 3 AP of attacks against the target against which they will struggle to react. If they choose to avoid your attack by spending an RP, you have now wasted one of their RP's for only 1 AP of your own, which is more efficient than a normal heavy attack. You can also use it at the end of your actions, knock yourself and the enemy prone the hit them with the bottle smash.

Improvised Defense's effectiveness relies greatly on what is around you. Something like a table would be very effective cover, but you may not always have that luxury. Tavern brawler requires some level of creativity to get the most use out of.

Tavern Brawler

Class features

Abilities unlocked

Complete rules for every ability granted by Tavern Brawler.

Class feature

Benefit 1

When using improvised weapons, they deal the same damage as normal weapons would.

Benefit 2

You may use Chair Grab.

Benefit 3

Upon mastering this class, your improvised weapon attacks all gain the Prone keyword.

1 AP
Range
5ft
Keywords
Daze,Prone

You may make a Light Attack against the target. On damage, the target becomes Dazed. After this attack, your improvised weapon breaks.

Requirements

Improvised weapon only.

1 RP
Range
Self
You grab a nearby item and use it as cover against the triggering attack while taking the Dodge or Block action. The type of item used determines whether it is light, heavy or full cover.

Requirements

You become the target of an attack.

1 AP1 MP
Range
20ft
Keywords
Daze

You may make a Light Attack against the target. On damage, the target becomes Dazed. After this attack, your improvised weapon breaks.

Requirements

Improvised weapon only.

Ability

Tackle

0 AP
Range
5ft

You attempt to tackle the target and may make a Heavy Attack against them. This attack deals no damage. On hit and if the target did not use the Block action against this ability, you and the target fall Prone. If the target successfully dodges this ability, you fall Prone.

Requirements

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