Tavern Brawler

When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.

Also grants +1 to either Strength or Constitution.

Tavern Brawler is a Feat and a Feature in Baldur's Gate 3. Feats are special talents or expertises that provide special capabilities to characters. At certain levels, your character will get to choose between an Ability Score Improvement Feature or a Feat.

 

Tavern Brawler Information

  • When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.
  • Also grants +1 to either Strength or Constitution.

 

How to unlock Tavern Brawler

You'll need to fulfill the following requirements to unlock Tavern Brawler

 

Tavern Brawler Tips & Notes

  • Works with monk unarmed attacks and thrown weapons for an insane amount of value from a single feat.
  • In Wild Shape, this feat works for attack rolls but not damage.
  • The extra damage will bypass damage reductions from Sturdy objects.
  • For thrown weapon attacks, rather than providing a damage bonus (like it does for unarmed attacks), Tavern Brawler triggers an additional instance of damage in the combat log equal to your Strength bonus. And because it's treated as a separate "attack" from the original throw, it triggers the bonuses from Ring of Flinging and Gloves of Uninhibited Kushigo again, thus doubling both items' effects. It also triggers an additional 1 Lightning damage from Lightning Charges.
  • This feat applies to unarmed attacks including Flurry of Blows, Bonus Action Unarmed Strike, and Ki Resonation: Punch.
  • To get one of the strongest and most accessible combat classes at Level 4, consider getting a Berserker Barbarian with Tavern Brawler, and add Throw Weapons to allow 18 STR High hit rates and High Damage, or you can also try experimenting with a Barbarian Sniper with Throw Weapons and Eagle Heart, you can stay perched on top of enemies and do Throw Attacks or Diving Strikes.
  • If you want to trivialize the game, consider doing a DEX Monk with Tavern Brawler and Elixir of Hill Giant Strength. This gives you all the advantages of a DEX Monk while using STR as a dump stat without any downsides.
  • For Monks, if your STR is higher than your DEX, your bonuses will be STR + STR, but if your DEX is higher, the bonuses will be STR + DEX.

 

 

All Feats in Baldur's Gate 3
Ability Improvements  ♦  Actor  ♦  Alert  ♦  Athlete  ♦  Charger  ♦  Crossbow Expert  ♦  Defensive Duellist  ♦  Dual Wielder  ♦  Dungeon Delver  ♦  Durable  ♦  Elemental Adept  ♦  Great Weapon Master  ♦  Heavily Armoured  ♦  Heavy Armour Master  ♦  Lightly Armoured  ♦  Lucky (Feat)  ♦  Mage Slayer  ♦  Magic Initiate: Bard  ♦  Magic Initiate: Cleric  ♦  Magic Initiate: Druid  ♦  Magic Initiate: Sorcerer  ♦  Magic Initiate: Warlock  ♦  Magic Initiate: Wizard  ♦  Martial Adept  ♦  Medium Armour Master  ♦  Mobile  ♦  Moderately Armoured  ♦  Observant  ♦  Performer  ♦  Polearm Master  ♦  Resilient  ♦  Ritual Caster  ♦  Savage Attacker  ♦  Sentinel  ♦  Sharpshooter  ♦  Shield Master  ♦  Skilled  ♦  Spell Sniper  ♦  Tough  ♦  Unstable Blood  ♦  War Caster  ♦  Weapon Master



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    • Anonymous

      So here is the million dollar question if you have a strength of a certain amount, and then you have dexterity which is 2 points higher than your strength and then you throw a finesse weapon, then you add to the damage your dexterity modifier, since dexterity is higher... And twice your setrength, because brawler says so.. If the weapon was a Shadow blade, and you were using the Ring of a strange conduit... For a horrific scaling psychic damage... Right?

      • Anonymous

        Please Update:
        I tested it with the lates BG3 Patch on Xbox (v4.1.1.4788723) and Tavern Brawler gives you both as a shapeshift druid. As a Owlbear (Str 20) you become +10 on Attack- and Damag-Rolls, but it stand not in de Description, but in the Battle-Log! It also works with the Earthquake Skill from the Owlbear and this is not a melee attack! ^^

        • Anonymous

          I dont understand how this works with throwing? I throw spear and it deals several numbers of damage (bypassing parrying stance from baretta also), and sometimes it nockdowns (with common throw, not berserker's)

          • Anonymous

            Silly question, but do we know if this stacks with a pact of the blade warlock who uses Chr for attacks? My gut reaction is no, but if it does a build with this could go crazy

            • I tested Tavern Brawl at Wild Shapes, but to understand all it's mechanics, you need to understand how elixir of strenght works on polymorphs (it's important):
              1) Potions of strenght WORK on wild shapes that have more STRENGHT than agility, so it give attack rolls and damage rolls as it intended.
              2) Potion of strenght DOES NOT WORK on wild shapes that have more AGILITY than strenght, so it give nothing, because all attack and damage rolls count from agility.

              Okay. So, what Tavern Brawl do (if we have 21 strenght because of potion of strenght):
              1) It give +5 to Attack Rolls in strenght wild shape.
              2) It DOES NOT give +5 to damage rolls.
              3) It WORK in agility wild shape and give +5 to attack rolls. So it make potion of strenght work.
              4) It still does not give +5 to damage rolls.

              So it how it works for now.

              • Anonymous

                This feat is broken beyond belief. It doesn't apply to improvised weapons, like it should, but instead it works on throwing and unarmed attacks, which is just absurdly overpowered. A STR monk with 20 attribute will get +10 to every attack and damage roll with unarmed strikes, this combines with many items that give extra damage on hit and from what I read, it applies all these bonuses TWICE because of how damage is calculated in this game... Ridiculous.

                • Anonymous

                  The tavern brawler feat does not appear to function correctly. It appears it only adds the strength modifier twice ONLY if it is a weapon meant to be thrown. Unless I'm missing something here.

                  • Anonymous

                    what's the calculation is you having 18 STR and 18 DEX? still 4 (STR) + 4 (TB) or 4(STR) + 4 (TB) + 4 (DEX)?

                    • Anonymous

                      Ability Improvement (Str+Dex): +1 to attack, +1 damage, +1 Armor Class
                      Savage Attacker: +2 damage
                      Tavern Brawler (Str): +5 Attack, +5 damage.
                      Am i missing something?

                      • Anonymous

                        I think this feat makes the Monk worth playing. All other melee classes rely on Weapon attacks and benefit from weapon related feats.

                        • Anonymous

                          So if I take this feat, and a level of monk, and turn into a domestic cat with druid level 2

                          Does the cat use it's dex mod and add it to it's attack?

                          • Anonymous

                            Make it a fixed bonus instead of "double whatever" would be great. As it is now utterly imbalanced and immersion breaking to a point where you can make solo tactician run look like a story mode.

                            • Anonymous

                              They really need to balance this by making it work like great weapon master and sharpshooter, take a -5 to attack, get +10 damage for unarmed attacks, improvised attacks, and thrown weapons. It's currently way too powerful compared to other feats and unbalances the game.

                              • Anonymous

                                Any reason to use a finesse weapon to sneak attack when you can just tavern brawler unarmed and have nearly the same dmg bonus + attack roll. Forgive my ignorance but lvl 3 rogue is potential 12 dmg? Tavern with 20 is an potential 10 acc and dmg? Not even including flurry dbl hits etc. Just main attacks alone, these numbers right? Thx

                                • Anonymous

                                  This also lets you choose a +1 to either Strength or Constitution, despite not saying that anywhere in the description.

                                  • Anonymous

                                    > "For Monks, if your STR is sup, you will have STR + STR, but if your DEX is sup, you will get STR + DEX."

                                    What does "sup" mean in this sentence?

                                    ____________________

                                    Also, what does berserker barbarian adds to the build? Seems like an arbitrary suggestion.

                                    • Anonymous

                                      Strongest feat in the game. From missing half of your hits to missing only when crit fail, the bonus hitrate alone is worthy of a feat. And since +8 is consistently achieveable late game due to potions, the dmg increase part also comes into play significantly. I honestly donno how they can nerf this due to the simplicity of it, so maybe just keep it as is as a "imma stomp over these mofos" botton when some encounters gets frustrating.

                                      • Anonymous

                                        Does Great Weapon Master still compete with Tavern Brawler for melee builds, or is it completely overshadowed?

                                        • Anonymous

                                          Dex monk + Tavern Brawler + Potion of Hill/Cloud Giant Strength is busted, do not use it unless you like to trivialize the experience. Gets all advantages of dex monk with zero downsides also allows you to use strength as a dump stat with no downside.

                                          • Anonymous

                                            I'm getting multiple extra dmg on separate lines in the combat log/floating numbers that says it's from tavern brawler and/or rage (although I'm frenzied). The double strength roles are already applying to the main dmg and attack rolls. Also, the line of dmg that says both TB and rage is a 2d8 bludgeoning dmg even though I threw the returning pike?
                                            All of this combined dmg is nearly doubling my 'dps' which amounts to consistent 30-40 dmg a throw without crits. It started happening after patch 2.

                                            • Anonymous

                                              Hope everyone knows the interaction with monk is bugged and not working as intended in PHB RAW where this conflicts with monk's unarmed attacks.

                                              • Anonymous

                                                -"In Wild Shape this feat works for attack rolls but not damage."

                                                Most likely a bug, it wouldnt make anysense to get added to the attack roll but not the damage, if the conditions are the same.

                                                • Anonymous

                                                  Another thing to keep is mind is you don't have to pigeon hole yourseif into a STR oriented build. At a minimum 12 STR, this is still a +1 to attack and damage. And it's very easy to have a starting 13+ STR even just from leftover points which makes for an easy +2. So dex builds, hybrid monks, hybrid thrower jobs can still get a lot out of the feat even without going heavy into STR. 14/16 str/dex and by lvl 4 you are already giving yourself +5 vs a STR build's +6. Something to keep in mind when leveling since you can't widen the gap until lvl 6 with fighter or lvl 8 with other jobs.

                                                  • Anonymous

                                                    Pairs well with Duelist on a berserker thrower/eldritch knight thrower. Just make sure the weapon you have equipped meets duelist criteria, not the weapon you actually end up throwing. Thrown weapon still needs to have thrown property.

                                                    • Anonymous

                                                      Anyone know if this got nerfed in the big patch Larion recently put out?? I want to cheese the crap out of this /w thrown weapons that have the "returns to hand" feature so I don't have to go Eldritch Knight

                                                      • Anonymous

                                                        I'm getting way saner numbers now that the crushing-damage-on-thrown-weapons bug seems to be fixed; I had a blast with the hijinx that ensued from it but I'm not sad to see it go. I seem to remember this feat having knockback on it too but maybe I'm misremembering. Anyway, it would be nice to have a little something besides just a straight attack/damage boost: if you're running around with just your fists, you're likely giving up a unique weapon ability (maybe some easyish-to-find-and-obatin item changes this later, I freely admit I'm still playing through the main campaign). Maybe give it a knockback or daze that costs a reaction or is otherwise limited in use? Besides, it's a feat! Feats should have at least a LITTLE drama to them

                                                        • Anonymous

                                                          Larian homebrew at it again. They couldn't implement grappling so instead they make a single feat the most broken **** in the game.
                                                          22 strength isn't even hard to achieve and it could probably get up to 24 or even 26 with all the late game buffs and items.

                                                          at 26 strength, 7 monk, 3 rogue (thief), 2 fighter

                                                          Attack - 1d6+16
                                                          Extra - 1d6+16
                                                          Flurry - 4(2d6+32)
                                                          actions surge - attack/extra - 2d6+32

                                                          Once per short rest you nova for 12d6+96 without any magic items other than the one increasing strength by 2?
                                                          And they can spread that over several different enemies. Like if you want to use it, feel free, but I'm definitely not playing with anyone that's gonna be doing this ****.

                                                          • Anonymous

                                                            Ignore the Aug 19 comment about Monks. This DOES apply to more than Unarmed Strike. It applies to Flurry of Blows, the Bonus Action Unarmed Strike and even Ki Resonation: Punch for open hand at lvl 9. The UI display icons most of these attacks are BUGGED to only show DEX. However the Damage done INCLUDES Tavern Brawler. And if you are a Strength based Monk (When your Strength is higher than your Dexterity), the damage done will be based off your STRENGTH instead of the DEX even if the UI displays only the punch with your DEX modifier.

                                                            Example:
                                                            Monk with 12 STR, 18 DEX
                                                            Without Tavern Brawler:
                                                            Your punch damage will be [base Punch damage roll + 4 ( DEX modifier) ]
                                                            With Tavern Brawler:
                                                            Your punch damage will be [base Punch damage roll + 4 ( DEX modifier) + 1 ( Tavern Brawler based on STR modifier)]

                                                            and a STR Monk:
                                                            Monk with 18 STR, 12 DEX
                                                            With Tavern Brawler:
                                                            Your punch damage will be [base Punch damage roll + 4 ( STR modifier) + 4 ( Tavern Brawler based on STR modifier)]

                                                            You can Check the Combat log yourself that is available in game and see the damage dealt break down.

                                                            • Anonymous

                                                              Guys, listen i have theory. eldritch knight with tavern brawler and sharpshooter + archery. If you have 20 strength that's +5+5+2-5 on the attack rolls with thrown weapons, completely negating sharpshooter's -5 and the damage is +5+5+10 and + whatever weapon you are throwing (which you can throw as many times as you want since it returns to your hand with EK bond) if you hit both attacks at level 6 when your strength is probably 18 you do a minimum of 18 damage per attack so 36 damage per turn which would be comparable to a paladin smiting every turn.

                                                              • Anonymous

                                                                On Monk this will only double your Unarmed Strike action, Flurry of blows and the martial arts bonus attack always use Dex modifier.

                                                                • Anonymous

                                                                  Lot of wokies in here whining about how OP this is lmao. Hey how about NOT dictating how everyone should be playing, eh?

                                                                  • Anonymous

                                                                    Barbarian sniper, using throwing weapons (including actual thrown weapons, not just improvised ones!) with this feat is equal parts hilarious and broken. I like Eagle Wildheart with it personally (stay perched somewhere above the enemies, which you should be doing anyway, and some tactical options will avail themselves to you via Diving Strike. Giving disadvantage to incoming opportunity attacks is icing on the cake), but I think Berserker would serve this gimmick the best for just straight-up damage if you're boring. Just chuck handaxes at dudes then watch them fly around and die; it's a great time!

                                                                    • Anonymous

                                                                      So powerful it honestly feels a bit cheat-y to use. Would've been good enough on just the damage roll but the attack roll is insane.

                                                                      • Anonymous

                                                                        This is far more overpowered than even polearm master or GWM, thus is just a disgustingly broken feat. 5e is built off bounded accuracy, a feat that gave you plus one to hit would be very stong, this gives plus 5. They need to nerf this, it’s just a truly badly designed feat. Enjoy the op while it last but this is basically an exploit it’s so overloaded.

                                                                        • Anonymous

                                                                          Am I reading this right? An extra +5 to attack roll and damage with 20 STR? That seems insane on monks and throwbarians, or frankly any STR characters using a returning thrown weapon.

                                                                          • Anonymous

                                                                            Berserker Barbarian with this and some decent thrown weapons like Returning Pike or +1 Javelins and such is one of the strongest combat classes in the game and accessible at level 4, while still allowing 18 Str. High hit rates and high damage. This is one of the strongest feats in the game in 1.0.

                                                                            • Anonymous

                                                                              I'm having a bit of trouble understanding the wording of this feat.
                                                                              It says: "strength modifier is added twice to attack and damage rolls", but when I look at the calculations in the combat log, it only seems to add once? (I.e. my STR is 16, so modifier is +3. From the wording it sounds like this would equal +6 on the rolls).

                                                                              • Anonymous

                                                                                another funny combo: wild heart monkey. an apple a day keeps the doctor away...permanently if he dies from getting hit by an apple...or at least can't put a needle in you while injured and blind :)

                                                                                • Anonymous

                                                                                  Druid appears to get the to hit bonus in Wild Shape Bear but not the damage bonus. Tested with other forms also.

                                                                                  • Anonymous

                                                                                    with 20 STR it's +5 attack and damage, WITH a stat point. Basically the equivalent of 11 STR feat for the right builds. Pretty gamebreaking. It's miles ahead of other feats designed for their respective archetype.

                                                                                    • Anonymous

                                                                                      Testing it now. Checking the chat log Tavern Brawler is kinda bugged.

                                                                                      Barbarian Class, 18 STR (+4)
                                                                                      Unarmed Attack adds Tavern Brawler Properly. 1 + 4 (STR) + 4 (TB)
                                                                                      Improvised Weapons doesn't add STR at all.
                                                                                      Thrown Weapons add Tavern Brawler in a weird way. It counts it as a separate damage value. This weirdly enough makes "Kushigo's Might (Gloves that add 1d4 to thrown weapon damage) add twice.

                                                                                      • Anonymous

                                                                                        incredibly strong with Eldrich knight's bonded weapon, or Berzerker with the returning pike. Just insane accuracy boost, increased flat damage, and doesn't put you behind on ASI curve, fantastic feat

                                                                                        • Anonymous

                                                                                          SO to clarify. i have dex built a monk with 18dex(quest item buff) and 16 wis. this feat i thought would calculate before the monk class over ride "all unarmed are dex and not strength".

                                                                                          I can confirm this is not the case and is rules as written, instead it adds str after dex modifier and all other incroments

                                                                                          first attack with this "unarmed strike" -nat20 - 2d6+4-1

                                                                                          this is crit dice 2d6+ 4(dex) - 1 (str)

                                                                                          • Anonymous

                                                                                            For monk its like that, if your STR its sup you have STR + STR, but if your dex it sup you have STR + DEX.
                                                                                            For my playtrough i will try to find some magic item that scale STR so I can have for my monk 1D8 + STR + DEX + (1D4 + WIS open hand) x 2 flurry of blow

                                                                                            • Anonymous

                                                                                              How does it work with characters who use their DEX instead of STR for attacks? Does it add DEX modifier twice instead?

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