Tavern Brawls
A tavern brawl is an explosive way to start an adventure: giving players an opportunity to roll some dice and show what their characters are made of mano a mano.
Tavern Brawl Complications
A bar fight is a chaotic scene where just about anything can happen. At the end of each character’s turn, roll on this chart to add extra complications to the brawl.
| d20 | Complication |
|---|---|
| 1 | A thrown tankard collides with your head. Succeed on a DC 10 Constitution saving throw or be stunned until the end of your next turn. |
| 2 | You slip in a puddle of liquid. Succeed on a DC 10 Dexterity saving throw or fall prone. |
| 3 | Believing you’re in the right, a helpful patron aids your first attack next round. |
| 4 | Someone throws a tankard of high proof spirits into the hearth. Anyone within 10 feet of the hearth must make a DC 10 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save, and half as much fire damage on a miss. |
| 5 | Someone smashes a lantern over your head. You take 2 (1d4) bludgeoning damage and must succeed in a DC 13 Dexterity saving throw or catch fire. While aflame , you take 5 (2d4) fire damage at the start of each of your turns until you or another creature uses an action to extinguish the flames. |
| 6 | A large bowl of hot stew flips into the crowd. You must succeed on a DC 10 Constitution saving throw or be blinded until the end of your next turn. |
| 7 | The tavern dog is startled by the fighting and lashes out at you in fear. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. |
| 8 | A table gets shoved into you from behind. You must succeed on a DC 10 Strength saving throw or be knocked prone. |
| 9 | One of the brawlers is a bard and randomly chooses to give you bardic inspiration (1d6) as they sing a fighting song from the barbarian northlands. |
| 10 | One of the patrons is impressed with your fighting style and offers to buy you a drink if you survive the fight. |
| 11 | Friendly fire is always a danger. Your nearest ally must succeed on a DC 10 Wisdom saving throw or mistake you for an enemy on their next turn. |
| 12 | Splinters of broken glass shower you. You must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) piercing damage. |
| 13 | A tray of food lands at your feet, making your footing dangerous. Your enemies have advantage to attack you until you move. |
| 14 | Someone throws water in the hearth, plunging the room into darkness. |
| 15 | A wizard tries to end the fight by casting web over the combatants (DC 12 Dexterity saving throw to avoid). |
| 16 | The tavern cat takes a liking to you and flies at one of your foes with claws out. Make your next attack against that foe with advantage. |
| 17 | Broken furniture litters the floor, creating difficult terrain in a 5 ft. radius around you. |
| 18 | Your nearest foe passes out from drunkenness. |
| 19 | An unlabelled bottle rolls on the floor nearby. If you use a Reaction to drink it, roll a d6. On a 1 - 2, you are healed 2d4+2 hit points; on a 3 - 4, you belch out a 15ft cone of cold, dealing 3 (1d6) cold damage to all creatures in the area who fail a DC 12 Constitution saving throw; on a 5 - 6, you take 7 (2d4+2) poison damage. If the potion isn't consumed immediately, someone accidentally kicks the bottle and destroys it. |
| 20 | Someone tries to throw you out of a window. You must succeed on a DC 15 Strength or Dexterity saving throw (player's choice) or take 1d4 piercing damage and be knocked prone outside the tavern. |

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