TEXT:  
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Barfighter 
  A veteran of taverns, bars, saloons, and other rough-and-
  tumble drinking establishments, you've seen enough 
  barfights to consider yourself a expert in drunken melee. 
  Every fight is different, every chaotic mess of fists and 
  blood unique, but there are some constants: someone 
  always swings a broken bottle at you, the guy in the back 
  always throws a chair, and after you've rendered half a 
  dozen people unconscious with whatever you find at arm's 
  length, the exacerbated bartender kicks everyone out and 
  closes up for the night. 
  Anything Goes 
  Starting at 3rd level, you are proficient with improvised 
  weapons. In your hands, such weapons deal a minimum 
  amount of damage for melee attacks, as shown in the 
  Improvised Damage table. 
       Additionally, when you hit a creature with an unarmed 
  strike or an improvised weapon on your turn, you can use a 
  bonus action to do one of the following: 
  • Make an attack with an unarmed strike or an 
  improvised weapon. 
  • Grapple the target. If you successfully grapple the 
  target, you can knock it prone. 
  • Shove the target. If the target collides with another 
  creature, that creature takes bludgeoning damage equal 
  to 1d6 + your Strength modifier. 
       Starting at 6th level, your unarmed strikes and 
  improvised weapon count as magical for the purposes of 
  overcoming damage resistance and immunity. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Improvised Damage 
  Fighter 
  Level 
  Improvised 
  Weapon 
  Unarmed 
  Strike 
  3rd 
  1d6 
  1d4 
  5th 
  1d8 
  1d6 
  11th 
  1d10 
  1d8 
  17th 
  1d12 
  1d10 
  Unarmored Defense 
  Also beginning at 3rd level, when you are not wearing any 
  armor, your Armor Class equals 10 + your Dexterity 
  modifier + your Constitution modifier. You can use a 
  shield and still gain this benefit. 
  Situational Awareness 
  By 7th level, you've developed the uncanny ability to sense 
  when a brawl is about to break out, and in a brawl, when a 
  bottle is careening toward the back of your skull. You can't 
  be surprised while you are conscious, and attacks made 
  against you by creatures you can't see don't have advantage. 
  Quick, Duck! 
  At 10th level, as a reaction when a creature within 5 feet of 
  you makes a melee attack against you, you can attempt to 
  evade the strike such that it instead connects with someone 
  nearby.  Make a melee weapon attack. If your attack roll 
  beats the attacker's, the target for the attack becomes 
  another hostile creature you choose within 5 feet of you. 
  Beat Down 
  Starting at 15th level, when you take the Attack action on 
  your turn, you can choose to attack up to four additional 
  times, as long as each attack you make targets a different 
  creature. 
  Last Call 
  By 18th level, you're always the last one standing in a 
  brawl. When you reduce a hostile creature to 0 hit points, 
  you can't be knocked unconscious until the beginning of 
  your next turn. If you would be reduced to 0 hit points 
  during that time, you drop to 1 hit point instead. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Barfighter.pdf