In a bar fight, an Unarmed Strike uses your Strength + Proficiency to hit. It deals 1d4! + your Strength Modifier in damage.

Keep in mind that there are many other useful actions to take, such as Dodge, Disengage, Help and Shove (Athletics v. Acrobatics or Athletics to knock prone or push 5 ft.).

You can also improvise weapons

  • Small items such as bottles deal 1d6 bludgeoning damage.
  • Medium items such as chairs deal 1d8 bludgeoning damage.
  • Large items such as benches deal 1d10 bludgeoning damage.

An improvised weapon breaks once it deals its max damage.

Improvised weapons can also be thrown. You do not apply proficiency.

  • Small items use DEX, deal 1d6 bludgeoning damage, and have a range of 20/30.
  • Medium items use DEX or STR, deal 1d8 bludgeoning damage and have a range of 15/25.
  • Large items use STR, deal 1d10 bludgeoning damage and have a range of 10/20.

Want to do something flashy and cool that's not within the rules? The DM decides the relevant skill and DC. Roll twice; if you succeed twice, it goes as planned, if you succeed once, it succeeds partially, if you fail twice, it goes wrong in a horrible way and then some.

Just Keep Swinging

In brawl situations such as bar fights, you can choose to keep swinging at opponents.

If you are at the end of your turn and otherwise out of attack actions, you can choose to make another attack.

  • If you hit, you deal normal attack damage. You can choose to attack again, as long as you keep hitting.
  • If you miss, you take damage from all opponents within range.

After you are done with your attacks, make a CON Save, DC 10 + times you've attacked extra x2. 2 extra attacks mean DC 14.

If you fail, attack rolls against you have Advantage until the start your next turn.