Bruiser CSE (5e Class)

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Bruiser CSE[edit]

As the frontline pioneers who specialize in damaging and take the hits, this group is often capable of dealing damage over time, and has very strong mobility and defense. They often look for a target, choosing to solo with an opponent. However, due to their close attack range, they are often in danger if they do not close in time to attack or retreat when the enemy uses effects control.

Quick Build[edit]

You can make a Bruiser quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Finally, you can choose between Strength or Dexterity to be into main ability. 161684582 4157912000888695 6695924687531763899 n.png

Class Features

As a Bruiser you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bruiser level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bruiser level after 1st

Proficiencies

Armor: Light armor
Weapons: All weapons
Tools: Choose one from any
Saving Throws: Constitution, Wisdom
Skills: Choose three from any

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a melee weapon, and a range weapon
  • (a) two melee weapons or (b) two range weapons
  • information license
  • $ d100x100

Table: The Bruiser

Level Proficiency
Bonus
Features Stamina
1st +2 Matial Arts, Unarmored Defense, Cunning Action -
2nd +2 Expertise, Stamina, Technique Ability 2
3rd +2 Fighting Style 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Ability Score Improvement 6
7th +3 Supreme Sneak, Ferocious Charger, Charger, Plunger 7
8th +3 Ability Score Improvement 8
9th +4 Parry, Block 9
10th +4 Uncanny Dodge 10
11th +4 Evasion 11
12th +4 Ability Score Improvement 12
13th +5 Steel Will 13
14th +5 Ability Score Improvement 14
15th +5 Fighting Style 15
16th +5 Ability Score Improvement 16
17th +6 Reliable Talent 17
18th +6 Indomitable Might 18
19th +6 Ability Score Improvement 19
20th +6 Foe Slayer 20
Martial Arts[edit]

•An unarmed strike deals damage equal to 1d6 + your Strength modifier.

•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and improvised weapon.

•When you use the Attack action with an unarmed strike or a improvised weapon on your turn, you can make one unarmed strike as a bonus action.

•When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

•You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Unarmored Defense[edit]

•While you are wearing not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Cunning Action[edit]

•You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Expertise[edit]

•Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Stamina[edit]

•You have 2 stamina points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more stamina points than shown on the table for your level. You regain halved or all spent stamina points when you finish a short rest or long rest.

Technique Ability[edit]

•Technique save DC = 8 + your proficiency bonus + your Wisdom modifier.

•Technique attack modifier = your proficiency bonus + your Wisdom modifier.

Extra Attack[edit]

•You can attack twice, instead of once, whenever you take the Attack action on your turn.

Supreme Sneak[edit]

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Ferocious Charger[edit]

•If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw or be knocked prone.

Charger[edit]

•When you use your Action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

•If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Plunger[edit]

•When you use your Action to Dash and make a high jump, you can use a bonus action to make one melee attack from the air.

•If the attack hit, you no receive damage from falling damage and adds 1d6 damage for every 10 ft from the air.

Reliable Talent[edit]

•Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Parry[edit]

•When an attacker that you can see hits you with an attack, you can use your reaction to impose disadvantage on the attack roll.

Block[edit]

•When an attacker that you can see hits you with an attack, you can use your reaction to adds 2 AC for that attack and to halve the attack's damage against you.

Uncanny Dodge[edit]

•When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion[edit]

•When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Steel Will[edit]

•You have advantage on saving throws against being frightened.

Indomitable Might[edit]

•If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Foe Slayer[edit]

•Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Attack Form[edit]

Bludgeoning Damage[edit]

•Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

•When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Slashing Damage[edit]

•Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

•When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Piercing Damage[edit]

•Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.

•When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Variant Action[edit]

Defense[edit]

•When you take the Defense action, you focus entirely on covering and tightening muscles on yourself. Until the start of your next turn, any damage that you take to halved, and you make Strength saving throws with advantage. You lose this befenit if you are incapacitated.

Mark[edit]

•When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Overrun[edit]

•When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check.

•The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.

Tumble[edit]

•A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check.

Shove Aside[edit]

•With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Fighting Style[edit]

•You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

•Countless battles has helped you develop a particular new style of fighting. As a result, you learn add one Fighting Style option of your choice from the bruiser cse class. If you already have a style, the one you choose must be different.

Attack[edit]

•You gain a +3 bonus to attack and damage rolls.

•When you roll a 1 or 2 on a damage die for an attack you make with an attack, you can reroll the damage dice and use either total.

•When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Defensive[edit]

•You gain a +2 bonus to AC, Strength and Dexterity saving throw.

•You have advantage on Dexterity saving throws and you can use Dexterity instead of Strength for the saving throws.

•The bludgeoning, piercing, and slashing damage that you take is reduced by 3.

•No attack roll has advantage against you while you aren't incapacitated.

•Opportunity attacks against you are made with disadvantage.

Improvisation[edit]

•You gain a +5 bonus to Initiative and your speed increases by 10 feet.

•When you are prone, standing up uses only 5 feet of your movement.

•You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

•When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

•When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

•You can't be surprised while you are conscious.

Stalker[edit]

•The attack against a surprised creature is a critical hit.

•When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

•You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

•You can attempt to hide even when you are only lightly obscured.

Assassination Arts[edit]

•Your weapon attacks score a critical hit on a roll of 18 to 20.

•When you roll critical hit, you deal maximum damage, instead of rolling.

Street Fighter[edit]

•You have advantage on Constitution checks and Constitution saving throws.

•You can roll three additional weapon damage dice when determining the extra damage for a critical hit with an attack.

Professional Fighter[edit]

•You have advantage on Strength checks and Strength saving throws.

•You have resistance to bludgeoning, piercing, and slashing damage.

Special Technique[edit]

Light Attack (Cost 1 Stamina)[edit]

•You can attack twice whenever you take the Attack action on your turn.

Flexible Attack (Cost 1 Stamina)[edit]

•When you miss with an attack roll, you can increase your attack roll by 2, potentially turning the miss into a hit.

Power Attack (Cost 1 Stamina)[edit]

•When you hit with an attack roll, you can increase your damage roll by 2.

Heavy Attack (Cost 2 Stamina)[edit]

•Before you make an attack with a melee or ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Sweep Attack (Cost 2 Stamina)[edit]

•You can use your Action to make a melee attack against any number of creatures within 5 feet of you. Each creature must to make a Dexterity saving throw or takes a damage.

Sight Attack (Cost 2 Stamina)[edit]

•When you use your Attack to attempt to blind the target. If the attack hit, it must make a Dexterity saving throw. On a failed save, its blinded until the start of its next turn.

Hearing Attack (Cost 2 Stamina)[edit]

•When you use your Attack to attempt to deaf the target. If the attack hit, it must make a Constitution saving throw. On a failed save, its deafened until the start of its next turn.

Push Attack (Cost 2 Stamina)[edit]

•When you use your Attack to attempt to push the target from away. If the attack hit, it must make a Strength saving throw. On a failed save, you push the target from away 15ft.

•The creature has advantage on saving throw if it is larger than you, or disadvantage if it is smaller.

Knock Attack (Cost 2 Stamina)[edit]

•When you use your Attack to attempt to knock the target down. If the attack hit, it must make a Dexterity saving throw. On a failed save, you knock the target prone.

•The creature has advantage on saving throw if it is larger than you, or disadvantage if it is smaller.

Restrain Attack (Cost 3 Stamina)[edit]

•When you use your Attack to attempt to restrain the target down. If the attack hit, it must make a Strength saving throw. On a failed save, you restrain the target.

•The creature has advantage on saving throw if it is larger than you, or disadvantage if it is smaller.

Stun Attack (Cost 3 Stamina)[edit]

•When you use your Attack to attempt to stun the target. If the attack hit, it must make a Constitution saving throw. On a failed save, you stun the target until the start of its next turn.

Numb Attack (Cost 3 Stamina)[edit]

•It can't take reactions until the end of your next turn.

•The creature has advantage on saving throw if it is larger than you, or disadvantage if it is smaller.

Quick Attack (Cost 1 Stamina)[edit]

•You can make one attack with an unarmed strike or an Improvised weapon as a bonus action before the end of the turn.

Retaliation (Cost 2 Stamina)[edit]

•When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Counter (Cost 2 Stamina)[edit]

•When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

Retreat (Cost 2 Stamina)[edit]

•At any time, you can move up to half your speed as a reaction and you must run out of the attack reach of the creature. This movement doesn't provoke opportunity attacks but your speed becomes 0 until your next turn.

Kip Up (Cost 2 Stamina)[edit]

•You can use your reaction to jump up from knocked prone condition. A creature within 5 feet from you choose (if have), its must successd Strength saving throw or push the target up to 10 feet away from you or knocked prone.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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