TEXT:  
   
  Initiative 
  Count 
   
  20+. 
  20. 
  19. 
  18. 
  17. 
  16. 
  15. 
  14. 
  13. 
  12. 
  11. 
  10. 
  9. 
  8. 
  7. 
  6. 
  5. 
  4. 
  3. 
  2. 
  1. 
  0. Arena Action 
  The Knuckle Bone Pit
  Player Sheet 
  Pit Weapons Table 
  *all items act as Improvised Weapons unless stated otherwise, and items are taken and replaced after each tier 
  d10 
  Items 
   d10 
  Items 
  1 
  Chair Leg.  
  50% on hit to break. 
   6 
  Split Handaxe. 
  Handaxe. 1d6 slashing damage. Light. Thrown (range 20/60).  
  25% on hit to break. 
  2 
  Nuts and Nails 
  Use a bonus action to toss nails in a 5-foot cube, 
  making the ground become difficult terrain. 
   7 
  Rusty Knife. 
  Dagger. 1d4 piercing damage. Finesse. Light. Thrown (range 20/60). 
  25% on hit to break. 
  3 
  Porcelain Plate. 
  75% on hit to break. 
   8 
  Brew of the Brawn. 
  Use a bonus action to drink the brew. The affected creature deals  
  +1d4 damage output until the end of its next turn. 
  4 
  Empty Stein. 
  25% on hit to break. 
   9 
  Oaken Greatclub. 
  Greatclub. 1d8 bludgeoning damage. Two-handed. 
  5 
  Pouch of Sand. 
  Use a bonus action to target one creature within 
  10 feet. It must make a DC 12 Constitution Saving 
  Throw or be blinded until the end of its next turn. 
  This is a one-time use. 
   10 
  Firewater Fiddle. 
  Use a bonus action to inspire an ally with a d6 Bardic Inspiration die. 
  Within 10 minutes, that ally can add a d6 to one attack roll, ability 
  check, or saving throw it makes. A creature can only have one Bardic 
  Inspiration die at a time. The Fiddle has 3 charges.  
  Arena Action. 
  After each round at 0 initiative, each player must make a 
  DC 10 Dexterity Saving Throw. On a failed save, the 
  player takes 1d4 +1 bludgeon damage from thrown steins 
  from the audience. 
  Special Player Bonus Actions 
  • Search tables/bars/barrels for a usable weapon. Roll 
  once on the Pit Weapons Table to pick up an item. 
  • Attempt to charm the audience on your side of the 
  brawl. Make a DC 15 Charisma check to reverse the 
  arena action and redirect the Arena Action to the 
  opposing brawlers for one round. 
  • Flip a table over for half-cover to anyone behind it. 
  Universal Brawling Rules 
  1. An entry fee of one 
  gold per contender is 
  required to enter the 
  competition. 
  2. No killing blows 
  during the tournament - 
  only aim to knock 
  unconscious. 
  3. Magical items are 
  prohibited and will be 
  confiscated until after the 
  match. 
  4. Use of poison is 
  prohibited and results in 
  immediate loss of the 
  tier. 
  5. One Basic Healing 
  Potion for each 
  contender is supplied 
  between stages. 
  6. Each tier is won by 
  knocking the opposing 
  side unconscious. 
  7. Tip the bartender. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Zach Frederick/Knuckle Bone Pit Player Sheet.pdf