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# Brawler A goliath stares down an owlbear. She steels herself and prepares, the beast is about to charge. And she's ready. The half elf detective scans the room for anything he can use. Hid in shadow, the mob boss and his goons just around the corner, he eyes the broken window he entered from. Can he make it? Chairs, mugs, and kobolds flying about, the drunken gnome is banned from yet another bar, but it took three half orcs to kick him out. Brawlers are adventurous and versatile. Excelling at pugilism, a Brawler's thuggery is only matched by their martial intellect. Masters of combat, they learn many styles and techniques to hold their own in any situation.
### Versatile Combatants Brawler's are all about versatility and fighting intellect. Not as hearty as a barbarian, strong as a fighter, or mobile as a monk, Brawlers get by with grit, wit, and moxy. Brawler's will shove, grapple, and fight with their mastery of many and any combat styles to get by and escape danger. ### Creating a Brawler When creating your Brawler, think about how they learned their craft. Are they far travelers who studied under many masters, or braggards who drank with monks to learn their secrets? Are they curious and willing to learn, constantly seeking self improvement, or just ornery and good at fighting? #### Quick Build You can make a Brawler quickly by making Strength your highest ability score, followed by Intelligence. Second, choose the Urchin background
##### Class Name | Level | Proficiency Bonus | Features | Brawling| Combat Prowess |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Brawling, Improvised Defense | 1d6 | -- | 2nd | +2 | Combat Prowess, Brawling Style | 1d6 | 5 | 3rd | +2 | Brawler's Cunning | 1d6 | 6 | 4th | +2 | Ability Score Improvement | 1d6 | 7 | 5th | +3 | Extra Attack | 1d8| 8 | 6th | +3 | Brawling Style Feature, Brawler's Strike | 1d8| 9 | 7th | +3 | Mighty Blow | 1d8 | 10 | 8th | +3 | Ability Score Improvement | 1d8 | 11 | 9th | +4 | Brawler's Flurry | 1d8|12 | 10th | +4 | Improved Mighty Blow | 1d8 |13 | 11th | +4 | Improved Combat Prowess| 1d10 | 14 | 12th | +4 | Ability Score Improvement | 1d10| 15 | 13th | +5 | Brawling Style Feature | 1d10| 16 | 14th | +5 | Improved Mighty Blow | 1d10| 17 | 15th | +5 | Brawler's Sight | 1d10 | 18 | 16th | +5 | Ability Score Improvement | 1d10 | 19 | 17th | +6 | Brawling Style Feature | 1d12 | 20 | 18th | +6 | Mastered Mighty Blow | 1d12 | 21 | 19th | +6 | Ability Score Improvement | 1d12 | 22 | 20th | +6 | Martial Mastery | 1d12| 23
\pagebreak ## Class Features As a Brawler, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Brawler level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Brawler level after 1st #### Proficiencies ___ - **Armor:** Light, Medium, Shields - **Weapons:** Simple Weapons, Short Swords, Scimitars, Hand Crossbows, Improvised Weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Strength - **Skills:** Choose two from Athletics, Acrobatics, Survival, Insight, Animal Handling, Perception, Intimidation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a scimitar or *(b)* any simple weapon - *(a)* dungeoneer's pack or *(b)* burglar's pack - two daggers ### Brawling At 1st level, your practice of brawling gives you mastery of combat styles that use unarmed strikes and Brawler weapons, which are simple melee weapons, short swords, scimitars, and improvised weapons. While you aren’t wearing heavy armor, you gain the following benefits: * Your unarmed strikes and Brawler Weapons can deal bludgeoning damage equal to 1d6 + your Strength modifier. This die changes as you gain Brawler levels, as shown in the Brawling column of the Brawler table. * When you use the Attack action with an unarmed strike or brawler weapon, you may make one unarmed strike as a bonus action. The damage die of this attack is a 1d4. At 11th level this die increases to a 1d6. * Your AC equals 10 + your Constitution Modifier + your Intelligence modifier.
Art Credit: Hero of Iroas MtG Art from Born of the Gods Set by Willian Murai ### Improvised Defense At 1st level, If you make an unarmed strike as part of the Attack action on your turn when wielding a Brawler Weapon and not wielding a shield, you gain a +2 Bonus to your AC until the start of your next turn, instead using the weapon as a shield. ### Combat Prowess At 2nd level, your versatility and mastery of combat allows you to adapt to any situation on the fly. Once per turn, when you hit a creature with an unarmed strike or brawler weapon within 5 feet, you may activate a combat prowess. You have a number of uses for this ability equal to 3 plus your Brawler level. These uses recover after you complete a Short or Long Rest. If the effect lasts longer than immediately on hit, only one effect may be active at a time. Some Prowesses have other prerequisites and triggering conditions to take effect that are specified within the description. ##### Preparing Prowesses At the end of each Long Rest, you may prepare a number of prowesses equal to your Proficiency Bonus plus your Intelligence Modifier. At the end of a short rest, you may swap out a number of prepared prowesses equal to half your Intelligence modifier, rounded up. ##### Prowess Ability **Saving Throws** Some of your Prowesses require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
**Brawler Save DC** =
8 + your proficiency bonus +
your Strength modifier
### Brawling Style When you reach 2nd level, you commit yourself to a Brawling Style. Your style grants you features at 2nd level and again at 6th, 13th, and 17th level. ##### Additional Prowesses Each Brawling Style has additional prowesses noted in the description that you gain at the levels noted in the description. These are always prepared for you and do not count against the number of prowesses prepared. ### Brawler's Cunning At 3rd level, You use your cunning to escape traps and obstacles. You may add your Intelligence modifier to Dexterity saving throws and Initiative Checks. You may use this ability a number of times equal to your proficiency bonus. These uses recover once you have completed a Short or Long Rest. \pagebreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Brawler's Strike Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Mighty Blow At 7th level, you may use your action to attempt a Mighty Blow. The target must succeed a Strength saving throw or take 3d10 bludgeoning damage, be knocked 15 ft, and fall prone. On a successful save, the opponent takes half damage and is not moved. If an obstacle prevents the creature from moving the full distance, both take 1d6 damage and the target is knocked prone adjacent to the obstacle. Once you use this feature, you must finish a Short or Long Rest before you can use it again. At 10th level, this ability improves. Add 1d10 to the damage (4d10) and increase the collision damage to 1d8. At 14th level, the damage increases another 1d10 (5d10) and the collision damage die becomes 1d10. At 18th level, the damage increases another 1d10 (6d10) and the collision damage die becomes 1d12. ### Brawler's Flurry At 9th level, When you miss with an attack on your turn with a brawler weapon or unarmed strike, you may spend a use of your Combat Prowess to make another attack as a part of the same action. You may only benefit from this feature once per turn. ### Improved Combat Prowess At 11th level, The number of prowesses you may activate in a turn increases to two. ### Brawler's Sight At 15th level, your senses in combat allow you to strike hidden foes. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. Additionally, you have advantage on checks to locate hidden or Invisible creatures within 30 feet \columnbreak ### Martial Mastery At 20th level, your mastery of combat and adaptability know no bounds. You gain the following benefits: * The number of prowesses you may activate in a turn increases to three. * your unarmed strikes and Brawler's weapons gain +2 to attack and damage rolls and count as magical for the purpose of overcoming resistance. ## Brawling Styles Every Brawler follows their own path, focusing their mastery on various rough pursuits. Each style gives you new abilities at 2nd, 6th, 13th, and 17th level as well as new prowesses. ### Slugger Slugger Brawlers seek thrills and new experiences. They specialize in versatile combat, survivability, and firm strikes. #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| Lead fist |Instead of rolling for damage, you may deal max damage. This Prowess costs 2 uses of your combat prowess and you must complete a Short or Long rest before you may use it again Vicious Blow | creature must make a Constitution saving throw on hit and at the start of each of its turns for 1 minute or take 1d4 bludgeoning damage. This effect ends on a successful save. Steel | When taking damage, you may use your reaction to reduce the damage by 1d10 + Your Constitution modifier + you Brawler Level for 2 pts. This prowess costs two uses of you Combat Prowess and you must complete a Short or Long rest before you may use this ability again #### Bonus Proficiencies You gain proficiency in the Nature skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. #### Grit At 2nd level, You may use an action spend two uses of your combat prowess to gain temporary hit points equal to one roll of your Brawler die + Your proficiency bonus + your Constitution modifier. Once you use this feature, you must finish a short or Long Rest before you can use it again. #### Brawler's Instinct At 6th level, choose a prowess with no prerequisite and not unique to this walk of life, you may use this without expending a prowess use a number of times equal to your proficiency bonus. These uses recover once you have completed a Long Rest. \pagebreak #### Martial Flexibility At 13th level, when you swap out prepared prowesses after a short rest, you may swap a number equal to your full intelligence modifier. #### Supreme Might At 17th level, you can slug it out with the best of them. You gain an additional use of your Mighty Blow per Short or Long Rest. ### Sleuth Sleuths can be found in the darkest corners of society investigating mysteries and seeking the truth. #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| Smart Scrapper| Make an Investigation check vs the creature's Deception check. On success, the creature is marked by you for one minute. While marked in this way, your attacks deal an extra 1d6 damage. Only one creature may be marked in this way at a time. Intuitive| When you make an Investigation, Perception, or Insight check, add 1d6 to the roll. Precise | On a critical hit, add twice your intelligence modifier to the damage roll. #### Bonus Proficiencies You gain proficiency in the Investigation skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. #### Investigator's Instincts at 2nd level, you may use your Intelligence modifier instead of your Wisdom modifier to make Insight and Perception checks. In addition, you may take the Search Action as a Bonus Action #### Sleuth Insight At 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat or if it is marked by your Smart Scrapper prowess, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: * Intelligence Score * Strength Score * Current hit points * Deception Bonus * Stealth Bonus * Class levels (if any) \columnbreak #### Sweet Talker at 13th level, you may expend a use of your combat prowess to add your Intelligence modifier to charisma (Persuasion) checks for the purpose of gaining information. #### Knockout at 17th level, you gain a new way to use your Mighty Blow. You can expend a use of your Mighty Blow to force a creature within 5 feet to make a Constitution saving throw. On failure, the creature falls unconscious for 1d4 rounds, repeating the saving throw at the end of each of their turns. This effect ends if the creature takes damage or someone uses an action to shake or slap the creature awake. If the creature is surprised, they have disadvantage on the initial saving throw. Once you use this feature, you must complete a long rest before you can do it again. ### Arcane Reject #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| Arcane Strike | Before damage is dealt, you may change the damage type of your attack to fire, cold, lightning, acid, poison, or thunder. Imbue Energy |The next time this creature makes an attack before the start of your next , it must make a constitution saving throw or take your choice of fire, cold, lightning, acid, poison, or thunder damage equal to two rolls of your brawler dice and have disadvantage on the attack. On success it takes half damage and does not have disadvantage on the next attack. Overchannel |When you hit with your Arcane Surge, add your Intelligence modifier to the damage. #### Bonus Proficiencies You gain proficiency in the Arcana skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. #### Arcane Surge At 2nd level, once on your turn when you take the attack action, ranged spell attack equal to twice your brawler dice in force damage. The range of this attack is 30 feet. Being within 5 feet does not incur disadvantage if you have done damage to the creature in this turn. \pagebreak #### Arcane Wave At 6th level, as an action, you gain the ability to channel arcane energy into a beam of energy 90 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Spell Save DC or take 3d8 force damage on a failed save. You can increase the damage by expending uses of your Combat Prowess. Each use you spend, to a maximum of half your Proficiency Bonus (rounded up), increases the damage by 1d8.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
#### Enhanced Imbuement At 13th level, you improve your ability to imbue items with magical energy. You may expend three uses of your Combat Prowess to cast the Glyph of Warding spell, limited to the Explosive Runes option. Once you use this feature you must complete a short or long rest before you can use it again. #### Arcane Explosion At 17th level, You gain a new way to use your Mighty Blow. You channel excess arcane energy and expel it. Each creature in a 20 foot radius including yourself must make a Strength saving throw or take 10d10 force damage, taking half on success. You resist this damage. Once you use this feature you must complete a long rest before you can use it again. ### Avenger Avenger Brawlers are natural leaders who stand for what is right. They specialize in shields, justice, and teamwork #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| Shield Throw| When you hit with a shield on a thrown weapon attack, it returns to you Defender| When a creature within 15 feet of your is attacked, you may use your shield to interfere with the attack and impose disadvantage Inspiring Strike| up to 5 creatures of your choice within 10 feet of you gain Temporary Hit Points equal to the damage dice roll + your proficiency bonus. #### Bonus Proficiencies You gain proficiency in the History skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. \columnbreak #### Leadership At 2nd level, Your intellect allows you to know what words can move a crowd and drive them to action. You may use your Intelligence modifier instead of your Charisma when making a Persuasion or Intimidation ability check. In addition, you gain proficiency in your choice of Persuasion, Performance, or Intimidation. #### Avenger's Aegis At 6th level, If you are wielding a shield and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. #### Stalwart Shield At 13th level, You may add your Shield's AC bonus to Strength, Dexterity, and Constitution saving throws. #### Charging Star At 17th level, You gain a new use of your Mighty Blow. You charge in a straight line up to 20 feet. All creatures in the line must succeed a Strength saving throw or take 6d10 bludgeoning damage and fall prone. On a successful save, the opponent takes half damage. Once you use this feature, you must complete a long rest before you can do it again. ### Trooper Trooper Brawlers are soldiers who specialize in merging ranged effectiveness with close quarters combat to become a force on the battlefield. #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| |Focus Shot| When you make a ranged attack, all attacks on you until the start of your next turn have advantage. Once per turn. |Cover Fire | On hit, the creature must makes a Dexterity Saving Throw or have it's movement be reduced to 0 until the start of your next turn |Ambush | On hit, you may move up to half your movement speed toward the affected creature #### Bonus Proficiencies You gain proficiency in the Stealth skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. \pagebreak #### Dedicated Weapon At 2nd level, You may choose your dedicated weapon between a hand crossbow, light crossbow, or heavy crossbow. This counts as a Brawler weapon for you that you are proficient with. For Troopers this is almost a partner or familiar. You must spend a long rest to familiarize yourself to the weapon. When you familiarize yourself with a dedicated weapon, you may use your Intelligence modifier for your attack and damage rolls with the weapon. You may only have one dedicated weapon at a time. #### Repeating Shot At 6th level, you may ignore the Loading property with your Dedicated Weapon. #### All Arms Assault At 13th level, You learn to craft special munitions for your Dedicated Weapon. You may expend a use of your Combat Prowess to use one of the following effects once per turn on a hit with your Dedicated weapon: * **Exploding Shot** - Creatures in a 5 foot radius must make a Dexterity Saving Throw or take 1d8 fire damage and 1d8 thunder damage, or half on success. * **Pushing Shot**- You may push creatures up to 10 feet away from you, If an obstacle prevents the creature from moving the full distance, both take 1d6 damage and the target is knocked prone adjacent to the obstacle. This bolt deals bludgeoning damage. * **Hooking Shot**- You may pull a creature up to 10 feet closer to you in a straight line. You may force the creature to make a Strength Saving Throw or be knocked prone. #### Spray and Pray At 17th level, You gain a new use of your Mighty Blow. You deliver a rapid volley of arrows with your dedicated weapon, forcing all creatures in a 20 foot cone to make a Dexterity Saving Throw or take 4d10 damage and have their movement speed reduced by 15 feet. On a success, they take half damage and their speed is not reduced. \columnbreak ### Bartender These Brawlers are at home in taverns tending bar or bouncing troublemakers. #### Additional Prowesses Choose one of the Prowesses below. This Prowess is always prepared for you and does not count against your prepared prowesses. You may choose another at 6th level and at 13th level. |Prowess| Effect | |:---:|:---:| |Settle Down| On a successful grapple attempt, the creature is instead restrained |Friendly | when making a Charisma (Persuasion) check against a target you have been speaking to for 1 minute, add 1d4 to the roll |Potent brew| When crafting a libation, one created per short or long rest may grant 1d4 to strength checks and unarmed strikes for 1 minute when expending this prowess #### Bonus Proficiencies You gain proficiency in the Persuasion skill. If you are already proficient in this skill you may add double your proficiency bonus to checks using this ability. Additionally you gain proficiency in Brewer's supplies or a Mixology kit. #### Libations At 2nd level, You may spend 1 minute to craft libation that can impose one of the following effects when consumed using an action: * Gain temporary hit points equal to your proficiency bonus plus your intelligence modifier * Become immune to the fear condition for the next hour * Neutralize one poison These libations lose potency 8 hours after being created. You may use this feature a number of times equal to your proficiency bonus. These uses recover after you complete a short or long rest. #### Insightful Server At 6th level, Your experience with patrons and tavern goers gives you unique social insight. You may expend a use of your combat prowess to gain advantage on a Wisdom (Insight), Charisma (Intimidation), or Charisma (Performance) check. #### Intimidating Presence At 13th level, You may cast the Fear spell. You regain this ability after completing a short or long rest. \pagebreak #### Drunk Toss At 17th level, You gain a new use of your Mighty Blow. When you are grappling a creature and no other creatures, the creature must make a Strength saving throw or be thrown up to 20 feet and take 4d10 damage and be knocked prone. On a success, the creature takes half damage and moved only 5 feet with no other effects. If the creature collides with another creature or object before moving the full distance on a failed saving throw, the thrown creature takes 2d10 bludgeoning damage and is knocked prone adjacent to the target. The hit creature must make a Dexterity saving throw or take 2d10 damage and be knocked prone, taking half on success and no other effects. Objects auto0matically fail this saving throw.
Art Credit: Paizo - Brawler by Fernanda Suarez \columnbreak ### Combat Prowess | Prowess | Effect| |:--------:|:-------------| Bull | The creature must make a Strength saving throw or be pushed up to 15 feet Takedown | The creature must make a Dexterity saving throw or be knocked prone Line'em up| The next attack against the creature by a creature other than you before the start of your next turn has advantage Weak Point | Until the start of your next turn, your attacks against this creature deal extra damage equal to your proficiency bonus Terror| The creature must make a Wisdom saving throw or be afraid of you until the start of your next turn. On success the creature is immune to this effect for 24 hours. Dirty | The creature must make a Dexterity saving throw or have disadvantage on their next attack. Jabbing| If you have damaged this creature previously on this turn, deal extra 1d6 damage per consecutive hit, to a max of 2d6 Boar| When you move 20ft in a straight line and make an attack, add 2d6 piercing damage to the damage of this attack. Panther | add 1d8 damage to the creature if it has not yet acted in the first turn of initiative or it is surprised Disrupting| A creature hit with this attack has disadvantage on any concentration checks made as a result of the damage. Kraken | Make a grapple attempt. On success and at the start of each of your turns while grappling the creature in this way, the creature takes 1d4 bludgeoning damage. Python | When you hit a grappled target, make a contested Strength (Athletics) check. On success, the target is restrained. Judoka | When you hit a grappled target, the creature must make a Dexterity saving throw or be tossed up to 15 feet and be knocked prone. If an obstacle prevents the creature from moving the full distance, both take 1d4 damage and the target is knocked prone adjacent to the obstacle. Tiger Claw | the creature must make a Constitution Saving Throw or be blinded until the start of your next turn Halting | The creature's speed is reduced by 10 feet until the start of your next turn \pagebreak | Prowess | Effect| |:--------:|:-------------| Flash | The creature cannot take reactions until the start of your next turn Great | Before you roll the weapons damage die, you may activate this prowess to roll one weapon damage die twice and take the higher result Ear Clap| **Prerequisite 5th level** the creature must make a Constitution Saving Throw or be deafened and incapacitated until the start of your next turn Fortress | **Prerequisite 7th level** On this turn, you may expend an additional use of your Combat Prowess to take the Dodge action as a bonus action Dervish | **Prerequisite 7th level** You may use the same attack roll to strike a number of creatures equal to your intelligence modifier within 5 ft. This damage is equal to the roll of your weapon die without modifiers. Stomp | **Prerequisite 7th level** When a creature falls prone within 5 feet of you, may use your reaction to activate this prowess and make an unarmed strike Combat reflex| **Prerequisite 11th level** On an attack made as an attack of opportunity, it does not consume your reaction. Once this prowess is used it cannot be used again until you complete a short or long rest. Mighty Throw |**Prerequisite 11th level** When you land a hit with a thrown weapon, you may forego damage and instead expend a use of your Mighty Blow to force the target to make a Strength saving throw or take 4d10 damage of the weapons type, be knocked 10 ft, and fall prone. On a successful save, the opponent takes half damage and is not moved. If an obstacle prevents the creature from moving, both take 1d6 damage and the target is knocked prone adjacent to the obstacle. This prowess costs two uses of your Combat Prowess Mighty Burst | **Prerequisite 11th level** When performing your Mighty Blow, instead of a single target, every creature within 5 feet of you must save against your Mighty Blow. This prowess costs two uses of your Combat Prowess Savvy Brawler|**Prerequisite 17th level** When rolling Initiative, you may spend ten uses of your Combat Prowess to add your Intelligence modifier to damage rolls of unarmed & brawler weapons for 10 minutes ### MultiClassing | Class | Ability Score Minimum| |:--------:|:-------------| | Brawler | Strength 13 and Intelligence 13 | Class | Proficiencies Gained| |:--------:|:-------------| | Brawler | Simple Weapons, Improvised Weapons \columnbreak ## Items **Mixology Kit:** A Mixology Kit includes mixing glass, shaker, strainer, barspoon, muddler, rag, mat, drinking vessels, small knife, various syrups and tinctures to create libations, and three spirits of your choosing. ## Magic Items #### Combat Wraps *Wondrous Item, uncommon (+1), rare (+2), or very rare (+3)* These wraps protect your limbs in combat, providing a bonus to attack and damage rolls to your unarmed strikes. This bonus is determined by rarity. #### Climbing Axe *handaxe, Uncommon* When using this weapon, you gain a climbing speed equal to your movement speed and advantage on Strength (Athletics) checks to climb difficult surfaces. This weapon deals piercing damage instead of slashing. #### Jungle Machete *scimitar, Rare* You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a plant with it, the weapon deals an additional 2d6 damage. Using an action, you may use an action to remove nonmagical difficult terrain if it is dense forest or swamp, ignoring the movement penalty. You may use this action to clear magical plant based difficult terrain, but are unable to use your bonus action or reaction when doing so. #### Portable Pantry *Wondrous Item, Very Rare* This small box is 1 foot tall, 2 feet wide, and 1 foot long. Inside it's folding top is a space that can hold 8 cubic feet or 80 pounds of material in a cool demiplane. Fresh herbs, fruit, and food can be preserved in this space indefinitely without losing freshness. Placing an object in the pantry follows the normal rules for Interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the pantry for a specific item, the item is always magically on top. Placing the pantry inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.