Down and Dirty

Unarmed Fighting Errata

The rules surrounding natural weapons in the Player's Handbook are vague – that is to say, there are none – which can cause confusion among DMs and players, and makes it hard to balance the natural weapons of less humanoid PC races such as Lizardfolk or Tabaxi.

The errata immediately below clarifies the issue. It is followed by a number of other changes to relevant material, which turn natural weapons into viable, fun choices.

Player's Handbook (Chapter 9)

Melee Attacks (p. 195). The final sentence is deleted. The following text is added:

Unarmed Strikes

Instead of using a weapon, you can make a melee weapon attack with an unarmed strike: a punch, kick, head-butt, or similar forceful blow.

You are proficient with your unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier.

Your fists and feet can be used to make weapon attacks, and the damage they cause is weapon damage, but they are not actually weapons. You cannot use them for two-weapon fighting, Sneak Attacks, or the Duelist Fighting Style, enchant them with spells such as magic weapon, and so on.

Natural Weapons

Some spells or features grant a creature natural weapons, such as claws, fangs, or horns. These are considered simple weapons that the creature is proficient with.

If a natural weapon inflicts a damage type other than bludgeoning, the creature can also inflict that damage type with its unarmed strikes.

Natural weapons have distinct properties (see Chapter 5), but cannot be used to make ranged attacks unless specifically noted. Thrown natural weapons are usually quills or spit, which are not "lost" when thrown. A versatile natural weapon functions normally: it occupies both hands with frenzied clawing or a quick grab at the instant of the attack, in exchange for improved damage dice.

A creature obviously cannot be forced to drop its natural weapons. Natural weapons do not occupy a creature's hands (if they have any), but the DM may decide that certain equipment prevents their use: a shield held in sharp talons, a full-face helm covering sharp teeth, and so on.

A druid's attacks in Wild Shape are considered to be made with natural weapons.

Player's Handbook (Further Edits)

Improvised Weapons (p. 147). The second paragraph onward now reads: "An improvised weapon uses the traits of the simple melee weapon it most resembles: a broken bottle could be used as a dagger. A character proficient with that weapon applies their proficiency bonus as normal.

Ranged weapons can also be wielded this way, but an object that does not resemble a weapon at all deals 1 damage. The DM decides an improvised weapon's damage type: a lit torch resembles a club, but inflicts fire damage.

Improvised weapons are not built to last. The DM decides when an improvised weapon breaks: most objects are destroyed if a 1 is rolled on a weapon damage die.

A weapon without the thrown property can be thrown as an improvised weapon. Improvised thrown weapons have a normal range of 10 feet and a long range of 30 feet."

Grappler (p. 167). The feat now reads:

Wrestler

Prerequisite: Strength 13 or higher

You've mastered clinching, with the following benefits:

You can attempt to grapple or shove a creature in place of an unarmed opportunity attack.

When you roll to grapple or shove a creature, you can decide whether the creature contests your check with Strength (Athletics) or Dexterity (Acrobatics).

You have advantage on checks to escape a grapple. If you succeed, you can use a reaction to grapple your opponent.

You have advantage on checks to grapple a prone creature, or shove prone a grappled creature.

Tavern Brawler (p. 170). The feat now reads:

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever is at hand, you gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.

Your unarmed strikes use a d6 for damage.

When your attack breaks an improvised weapon, roll one of its damage dice again and add it to the damage.

When you make an attack on your turn with an unarmed strike, improvised weapon, or natural weapon, you can use a bonus action to make an unarmed strike or grapple.

Alter Self (p. 211). The final option now reads:

"Natural Weapons: You grow a natural weapon, such as claws, fangs, spines, or horns, which uses the traits of a simple melee weapon of your choice. This natural weapon is magic, and provides you with a +1 bonus to attack and damage rolls made with it."

Enlarge/Reduce (p. 237). The final sentence of the first option now reads: "While it is enlarged, the creature's weapon attacks deal 1d4 extra damage."

The final sentence of the second option now reads: "While it is reduced, the target's weapon attacks deal 1d4 less damage (this can't reduce the damage below 1)."