Tavern Brawler 5e (Updated for the 2024 Rules)

Mike Bernier

Last updated: February 16th, 2025

Crush your drink and grab a chair, it’s time for a bar fight!

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Looking for the legacy version of this article based on the 2014 rules? Click here.

What Is the Tavern Brawler Feat in 5e?

If you’ve ever wanted to turn your environment into a weapon, the Tavern Brawler Origin feat might be your perfect match. This feat combines unarmed combat with improvisation, letting you turn almost anything—bar stools, tankards, or even a rock—into a formidable tool of destruction. It’s a fantastic option for characters who want to bring a gritty, unpredictable edge to their combat style.

The 2024 Player’s Handbook has introduced a fresh take on Tavern Brawler, incorporating some new mechanics with practical combat benefits. Whether you’re roleplaying a rowdy brawler or an opportunistic Fighter, this feat delivers on all fronts.

How Does Tavern Brawler Work?

The Tavern Brawler feat has been updated as an Origin feat in the 2024 Player’s Handbook, meaning you can gain it for free when choosing certain backgrounds. When you pick up the Tavern Brawler Origin feat, you gain the following benefits:

  • Enhanced Unarmed Strike: Your Unarmed Strikes deal 1d4 Bludgeoning damage plus your Strength modifier instead of the normal damage. This only improves Unarmed Strike’s damage by an average of 1.5, so it’s not a huge gain.
  • Damage Rerolls: When you roll a 1 on a damage die for your Unarmed Strikes, you can reroll the die and must use the new roll. Again, not a huge increase in damage, especially not enough to forgo a real weapon for Unarmed Strikes.
  • Improvised Weaponry: You gain proficiency with improvised weapons, which isn’t particularly important to any builds.
  • Push: Once per turn, when you hit a creature with an Unarmed Strike, you can deal damage and Shove the target 5 feet away from you. This is easily the most interesting benefit of this feat, though it’s made irrelevant by the Shove mastery property introduced in the 2024 Player’s Handbook.

 

How to Get the Tavern Brawler Feat

You can pick up the Tavern Brawler feat by choosing the Sailor background, or whenever you gain the ability to choose a feat, like at level 4.

Is Tavern Brawler Good?

We gave Tavern Brawler a C Tier rating In our 5e Feats Tier List, making it a below-average feat in D&D 5e.

This feat changes your Unarmed Strikes damage into a d4 + Strength and gives you proficiency with improvised weapons, just like the 2014 iteration. But, unlike this previous version, you get a slight boost because you can reroll 1s on your Unarmed Strikes damage dice.

It also allows you to use the Push option as well as deal damage when you hit with an Unarmed Strike once per turn. This replaces your ability to Grapple as a Bonus Action after you hit with an Unarmed Strike. Sad news for Grapple builds, but it can be more effective when controlling the battlefield.

This is less appealing for Monks, and other martial classes can gain access to the Push mastery property, so it’s not a particularly impressive feat.

Tavern Brawler 5e Interactions

Critting With Unarmed Strikes

Thanks to this feat, you can now score a Critical Hit on your Unarmed Strikes, outputting a whopping 2d4 + Strength damage.

Monks/Unarmed Fighting and Grappler

Though they likely would never take this feat, Monks or Fighters that take Unarmed Fighting don’t need to worry about the 1d4 overriding their higher Unarmed Strike damage dice. These abilities can take precedent over the benefit granted by Tavern Brawler if you choose (which you should).

That said, Monks may enjoy the ability to Shove and Damage simultaneously with their Unarmed Strikes because they don’t have access to Weapon Mastery, so this feat may still be worth it for non-weapon builds.

Which 5e Classes Make the Most of Tavern Brawler?

The color code below has been implemented to help you identify, at a glance, how good the Tavern Brawler 5e feat is for a specific class/subclass.

  • Red: Weak, unlikely to contribute to your build
  • Orange: Situationally good, but below average
  • Green: A solid choice
  • Blue: A great option worth considering
  • Sky Blue: One of the best choices for optimization

This is an extremely niche feat that realistically only provides value for one class.

Artificer: Nothing here for an Artificer.

Barbarian: Barbarians would much rather go for an Origin feat like Lucky, especially because they can access the Push mastery property.

Bard: Nothing here for a Bard.

Cleric: Nothing here for a Cleric.

Druid: RAW, a beast's attacks aren't "Unarmed Strikes" and, therefore, wouldn't work with Wild Shape.

Fighter: Fighters would much rather go for an Origin feat like Lucky, especially because they can access the Push mastery property.

Monk: This provides two pieces of value for Monks. They can reroll 1s on Unarmed Strikes, and they can Damage and Shove simultaneously when they make an Unarmed Strike as part of their Attack action. The damage boost to Unarmed Strikes is made irrelevant by the Monk's Martial Arts feature, and they rarely (if ever) want to use Improvised Weapons.

Paladin: Paladins would much rather go for an Origin feat like Lucky, especially because they can access the Push mastery property.

Ranger: Nothing here for a Ranger.

Sorcerer: Nothing here for a Sorcerer.

Warlock: Nothing here for a Warlock.

Wizard: Nothing here for a Wizard.


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Mike Bernier

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.