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. 
  
  Tier 4 
   
  4
  The Knuckle Bone Pit 
  Brawler Sheet 
  Brawler Features 
  Trexxar (human) 
  AC 13 (natural armor) 
  HP 19 
  Speed 30 
  Str: +2 Dex: -1 Con: +3 
  Int: -1 Wis: 0 Cha: +1 
  Drunken Strength 
  Punch: +3 hit. 1d4 +1 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4+1 dmg. 
   
  Slovic (human) 
  AC 12 (natural armor) 
  HP 19 
  Speed 30 
  Str: +2 Dex: +2 Con: +3 
  Int: -2 Wis: +1 Cha: 0 
  Charger 
  Punch: +3 hit. 1d4 +2 dmg. 
   
  Barrack (halfling) 
  AC 12 (natural armor) 
  HP 17 
  Speed 30 
  Str: +2 Dex: +2 Con: +2 
  Int: -2 Wis: +1 Cha: -2 
  Leadership 
  Punch: +3 hit. 1d4 +2 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4+2 dmg. 
   
  Shield (dwarf) 
  AC 12 (natural armor) 
  HP 20 
  Speed 25 
  Str: +2 Dex: +1 Con: +2 
  Int: 0 Wis: +1 Cha: +1 
  Selfless 
  Punch: +3 hit. 1d4 +2 dmg. 
   
  Jaeger (dwarf) 
  AC 13 (natural armor) 
  HP 18 
  Speed 25 
  Str: +2 Dex: -2 Con: +2 
  Int: 0 Wis: +1 Cha: -1 
  Drunken Strength 
  Punch: +4 hit. 1d4 +2 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+3 dmg. 
   
  Frisic (halfing) 
  AC 13 (natural armor) 
  HP 17 
  Speed 25 
  Str: 0 Dex: +3 Con: +1 
  Int: +3 Wis: +2 Cha: +2 
  Spellcaster 1 (DC 13) 
  Punch: +0 hit. 1d4 dmg. 
   
  Ney’siv (half-elf) 
  AC 13 (natural armor) 
  HP 16 
  Speed 30 
  Str: 0 Dex: +3 Con: +1 
  Int: +3 Wis: +4 Cha: +3 
  Spellcaster 1 (DC 13) 
  Charm 
  Punch: +0 hit. 1d4 dmg. 
   
   
  Skud (gnome) 
  AC 13 (natural armor) 
  HP 17 
  Speed 25 
  Str: -1 Dex: +3 Con: 0 
  Int: +3 Wis: +1 Cha: +2 
  Spellcaster 1 (DC 13) 
  Cunning Action 
  Punch: +0 hit. 1d4 dmg. 
   
  Kud (mud mephit) 
  AC 11 
  HP 27 
  Speed 20, fly 20 
  Str: -1 Dex: +1 Con: +1 
  Int: -1 Wis: 0 Cha: -2 
  Death Burst 
  Mud Breath 
  Punch: +3 hit. 1d6 +1 dmg. 
   
  Jah (human) 
  AC 12 (natural armor) 
  HP 20 
  Speed 30 
  Str: +3 Dex: +1 Con: +1 
  Int: +3 Wis: +2 Cha: +1 
  Spellcaster 1 (DC 13) 
  Leadership 
  Punch: +3 hit. 1d4 +3 dmg. 
   
  Axe (half-orc) 
  AC 16 (heavy armor) 
  HP 25 
  Speed 30 
  Str: +3 Dex: +1 Con: +3 
  Int: +1 Wis: 0 Cha: +1 
  Charger 
  Reckless Attack 
  Punch: +5 hit. 1d4 +3 dmg. 
  Greataxe: +5 hit. 1d12+3 
  dmg. 
   
  Mir (kenku) 
  AC 15 (light armor) 
  HP 20 
  Speed 30 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +2 Cha: +2 
  Sneak Attack 
  Multiattack 
  Punch: +2 hit. 1d4 +1 dmg. 
  Dagger: +5 hit. Range 20 ft. 
  1d4 +3 dmg 
   
  Violet (elven twins) 
  AC 15 (medium armor) 
  HP 21 
  Speed 30, climb 10 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +3 Cha: +2 
  Sneak Attack 
  Cunning Action 
  Multiattack 
  Dagger: +5 hit. Range 20 ft. 
  1d4 +3 dmg. 
  Olive (elven twins) 
  AC 15 (medium armor) 
  HP 22 
  Speed 30, climb 10 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +3 Cha: +2 
  Cunning Action 
  Multiattack 
  Shortbow: +5 hit. Range 80 
  ft. 1d4 +3 dmg 
  Ironbeard (dwarf) 
  AC 16 (heavy armor) 
  HP 26 
  Speed 25 
  Str: +3 Dex: +3 Con: +3 
  Int: 0 Wis: 0 Cha: 0 
  Drunken Strength 
  Multiattack 
  Punch: +5 hit. 1d4 +3 dmg. 
  Handaxe: +5 hit. Range 20 ft. 
  1d6+3 dmg. 
   
  Hugmug (half-ogre) 
  AC 13 (natural armor) 
  HP 34 
  Speed 30 
  Str: +4 Dex: 0 Con: +4 
  Int: -2 Wis: 0 Cha: 0 
  Charger 
  Multiattack 
  Punch: +5 hit. 1d4+4 dmg 
  Rusty Fish Hook: +5 hit. 
  Range 10 ft. 2d6 +5 dmg 
  Jax (gnome) 
  AC 15 (light armor) 
  HP 24 
  Speed 25 
  Str: 0 Dex: +4 Con: +1 
  Int: +3 Wis: +2 Cha: +2 
  Spellcaster 3 (DC 13) 
  Benign Transposition 
  Dice Flail: + 5 hit. 1d8+2 dmg 
  Conjured Arcane Deck: +5 
  hit. Range 30ft. 2d6+3 dmg 
  Drag (goliath) 
  AC 15 (natural armor) 
  HP 27 
  Speed 30 
  Str: +4 Dex: +2 Con: +4 
  Int: 0 Wis: +2 Cha: +2 
  Drunken Strength 
  Punch: +5 hit. 1d4+4 dmg 
  Crossbow: +4 hit. Range 100 
  ft. 1d10 + 2 dmg 
   
  Sugar (ape) 
  AC 12 (natural armor) 
  HP 25 
  Speed 30, climb 30 
  Str: +3 Dex: +2 Con: +2 
  Int: -2 Wis: +1 Cha: -2 
  Multiattack 
  Punch: +5 hit. 1d6 +3 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+3 dmg. 
   
  Nalak (goliath) 
  AC 16 (medium armor) 
  HP 29 
  Speed 35 
  Str: +4 Dex: +2 Con: +4 
  Int: -1 Wis: +1 Cha: 0 
  Rage 
  Reckless Attack 
  Multiattack 
  Punch: +5 hit. 1d4 +4 dmg. 
   
  Drunken Strength Use a bonus action to increase any 
  damage output and AC by +1 for 1 minute. 
  Leadership For 1 minute, the brawler can utter a 
  special command whenever a teammate within 30 feet 
  makes an attack roll or a saving throw. The teammate can 
  add a d4 to its roll. Only one Leadership die can benefit 
  the teammate at a time. 
  Selfless Whenever a teammate is attacked within 5 feet 
  of the brawler, he may use a reaction to become the 
  target instead. 
  Charger When the brawler uses an action to Dash, he 
  can use a bonus action to make one melee weapon or 
  punch attack or to shove the target. If he moves at least 
  10 feet in a straight line immediately before taking this 
  bonus action, he either gain a +5 bonus to the attack’s 
  damage roll (if you chose to make a melee attack and hit) 
  or push the target up to 10 feet away from you (if you 
  chose to shove and you succeed). 
  Mage Slayer When a creature within 5 feet of the 
  brawler casts a spell, he can use your reaction to make a 
  melee weapon attack against that creature. When he 
  damages a creature that is concentrating on a spell, that 
  creature has disadvantage on the saving throw it makes 
  to maintain its concentration. The brawler has advantage 
  on saving throws against spells cast by creatures within 
  5 feet of him. 
  Multiattack The brawler makes two attacks. 
  Rage Use a bonus action to gain the following benefits: 
  Advantage on Strength checks and saving throws; +2 all 
  damage output; resistance to bludgeoning, piercing, and 
  slashing damage. 
  Reckless Attack On the first melee attack of the 
  brawler’s turn, he may give the attack advantage, in turn 
  of giving attack against you advantage, as well. 
  Cunning Action On each turn, the brawler can use a 
  bonus action to Dash, Disengage, or Hide. 
  Sneak Attack Once per turn, the brawler deals an 
  additional 2d6 damage when he it hits a target and has 
  advantage on the attack, or when the target is within 5 
  feet of the brawler’s teammate that isn’t incapacitated, 
  Death Burst When the mephit dies, each medium or 
  smaller creature within 5 feet of it must succeed on a DC 
  11 Dexterity saving throw or be restrained until the end 
  of the creature’s turn. 
  Mud Breath Recharge 5-6 One medium or smaller 
  creature within 5 feet of it must succeed on a DC 11 
  Dexterity saving throw or be restrained for 1 minute. The 
  creature can repeat the saving at the end of each of its 
  turns, ending the effect prematurely on a success. 
  Charm 1/Day Target a creature the brawler can see 
  with 30 feet, making them make a DC Wisdom throw. On 
  a failure, the target becomes Charmed. 
  Benign Transposition 2/Day Use an action to 
  teleport the brawler up to 30 feet away he can see. 
  Alternatively, he can choose a willing target within range 
  and swap positions (teammates are willing). 
  Spellcaster 1 (+Int Mod or +Wis Mod to hit) 
  Cantrips (at will): fire bolt, mage hand 
  1st Level (2 slots): mage armor, magic missile 
  Spellcaster 2 (+Int Mod or +Wis Mod to hit) 
  Cantrips (at will): fire bolt, mage hand, vicious mockery 
  1st Level (4 slots): burning hands, grease, shield 
  2nd Level (2 slots): blur, shatter 
  Spellcaster 3 (+Int Mod or +Wis Mod to hit) 
  Cantrips (at will): fire bolt, mage hand, vicious mockery 
  1st Level (4 slots): burning hands, grease, shield 
  2nd Level (3 slots): cloud of daggers, crown of madness, 
  invisibility, mirror image 
  Slimejack (halfling) 
  AC 14 (natural armor) 
  HP 25 
  Speed 25 
  Str: 0 Dex: +3 Con: +2 
  Int: +3 Wis: 0 Cha: +3 
  Spellcaster 2 (DC 14) 
  Drunken Strength 
  Mage Slayer 
  Punch: +4 hit. 1d4 dmg. 
   
  Kabo (human) 
  AC 15 (natural armor) 
  HP 21 
  Speed 30 
  Str: +3 Dex: +2 Con: +1 
  Int: +2 Wis: +2 Cha: 0 
  Spellcaster 1 (DC 12) 
  Cunning Action 
  Multiattack 
  Punch: +5 hit. 1d4 +3 dmg 
   
  Virk’ala (dragonborn) 
  AC 12 (natural armor) 
  HP 25 
  Speed 30 
  Str: +3 Dex: 0 Con: +2 
  Int: +3 Wis: +1 Cha: +2 
  Spellcaster 2 (DC 13) 
  Leadership 
  Punch: +5 hit. 1d4 +3 dmg. 
   
  Chipnet (kobold) 
  AC 12 (natural armor) 
  HP 20 
  Speed 30 
  Str: -2 Dex: +3 Con: -1 
  Int: -1 Wis: 0 Cha: 0 
  Spellcaster 1 (DC 10) 
  Benign Transposition 
  Punch: +0 hit. 1d4 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4 dmg. 
   
  Fennis (human) 
  AC 12 (natural armor) 
  HP 23 
  Speed 30 
  Str: +1 Dex: +2 Con: +1 
  Int: +3 Wis: +1 Cha: +3 
  Spellcaster 2 (DC 14) 
  Charm 
  Punch: +1 hit. 1d4 +1 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+1 dmg. 
   
  Roll a d4 each tier 
  until there  
  are three  
  brawlers 
  Tier 1 
  Tier 2 
  (3 to 4 
  players) 
  Tier 2 
  (optional) 
  Tier 3 
  (5 to 6 
  players) 
  1 
  2
  3 (choose both)
  (skip to Tier 4 
  if playing with 
  3 to 4 players) 
  (3-4 players: roll 
  for 2 brawlers; 
  5-6 players: roll 
  for 4 brawlers) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Zach Frederick/Knuckle Bone Pit Brawler Player Combo Sheet.pdf