Brute (5e Class)
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Brute[edit]
Introduction[edit]
An enraged warrior that would solve physical disputes by cleaving off the head of his opponents. Strong, sturdy, and hard to kill.
Creating a Brute[edit]
- Quick Build
You can make a brute quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Mercenary Veteran background.
Class Features
As a brute you gain the following class features.
- Hit Points
Hit Dice: 1d12 per brute level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per brute level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather or (b) chain shirt or (c) chain Mail
- (a) greatsword or (b) greataxe or (c) warhammer or (d) and one simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Fury Die | Features |
---|---|---|---|
1st | +2 | 1d4 | Fury, Fighting Style |
2nd | +2 | 1d4 | Brutality, Boiling Rage,Brutality Replenishment |
3rd | +2 | 1d4 | Path of Brutality |
4th | +2 | 1d4 | Ability Score Improvement, Weapon Proficiency |
5th | +3 | 1d6 | Extra Attack |
6th | +3 | 1d6 | Bloodied Recovery |
7th | +3 | 1d6 | Path Feature |
8th | +3 | 1d6 | Ability Score Improvement |
9th | +4 | 1d8 | Brutal Critical (1 die) |
10th | +4 | 1d8 | Unstoppable Force |
11th | +4 | 1d8 | Path Feature |
12th | +4 | 1d8 | Ability Score Improvement |
13th | +5 | 1d10 | Brutal Critical (2 dice) |
14th | +5 | 1d10 | Brutality Hunger |
15th | +5 | 1d10 | Path Feature |
16th | +5 | 1d10 | Ability Score Improvement |
17th | +6 | 1d12 | Brutal Critical (3 dice) |
18th | +6 | 1d12 | Enraged Apotheosis |
19th | +6 | 1d12 | Ability Score Improvement |
20th | +6 | 1d12 | Furious Spirit |
Fury[edit]
At 1st level, you can turn your pain and suffering into anger, unleashing retribution onto your opponents. You gain the ability to build up fury.
- Gaining Fury
Whenever you take damage, record the damage taken. For each 10 points of damage you take, you gain 1 fury point. You can have a maximum of fury stored equal to your proficiency bonus (starting with a maximum of 2).
If you haven't attacked or taken damage since your last turn, you lose 1 fury.
- Fury Features
You can spend your fury in fury features. You start by knowing three such features: Toughened Hide, Behemoth's Might and Devastation.
Whenever you spend fury on any of your Fury features, you cause additional damage on your next attack made until the end of your turn equal to a roll of your fury die.
You also have a fury die, which is a d4. Whenever an ability require you to roll a fury die, you roll this die. Its size increases as you gain levels in this class, as shown on the Fury die column on the Brute table.
- Toughened Hide
When you take damage, you can spend any amount of fury, without spending any action, to reduce the damage taken by an amount equal to 1 fury die per fury point spent.
Damage reduced by this feature is recorded as damage taken for the purposes of gaining fury points.
- Behemoth's Might
Once per turn when you deal damage to a creature with a melee weapon attack using your Strength for attack and damage, you can spend fury to cause additional damage equal to 1 fury die per point spent.
- Devastation
When you make a contested Strength check or a melee weapon attack using Strength, you can spend 1 fury to add your fury die to the result of the attack or check.
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.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Brutality[edit]
Starting at 2nd level, you can use your brutality to strike with extreme might. You gain the benefits described below.
- Brutal Strike
Once in each of your turns, if you have at least 1 fury when you hit a creature with an attack using Strength, you deal additional damage equal to a roll of your fury die.
This additional damage die is equal to your current die, not your maximum amount. This means that if you have used a brutality that reduces the size of your die, this affects the size of the die used on the brutal strike.
- Brutalities
You can also use your fury die to perform your brutality features also called brutalities. When you do so, the fury die reduces in one size category or more (from a d6 to a d4 for example). If your brutality die is a d4 when you use a brutality feature, you can't use your brutality again until you finish a long rest.
- Brutality DC
Some of your brutality features require a saving throw to resist its effects. The save DC equals 8 + your proficiency bonus + your Strength modifier.
- Ongoing Effects
Some of your brutalities are ongoing effects. This means that you can't have two of these brutalities active at the same time, unless otherwise stated. As a general rule, if the brutality has a duration of more than a round, it is an ongoing effect.
While under an ongoing effect you can't cast spells nor concentrate on spells.
Boiling Rage[edit]
Also at 2nd level, you can use your bonus action to roll a fury die. Doing so reduces the size of the die by one category and causes you to gain a number of Fury points equal to the number rolled.
Fury gained in this manner can exceed your fury maximum, but must be spent until the end of this turn or else any exceeding fury is lost.
Brutality Replenishment[edit]
At 2nd level, during a short rest, you can cause your brutality die to grow back to its original size.
Once you use your Brutality Replenishment once, you can't use it again until you finish a long rest.
Path of Brutality[edit]
Starting at 3rd level, you can choose to dedicate yourself to a brutality path. You can choose between the path of the furious warrior, path of sacrifice or path of the ravager. Your chosen path grants you features at 3rd level, and again at 7th, 11th and 15th level.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bloodied Recovery[edit]
At 6th level, you can use your action and spend any amount of hit dice to regain hit points equal to the number rolled on the dice.
Brutal Critical[edit]
Beginning at 9th level, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Unstoppable Force[edit]
At 10th level, your rage can't be contained. You are immune to the paralyzed and stunned conditions and have advantage on Strength checks and saves to avoid being knocked prone or moved unwillingly.
In addition, your movement speed increases by 10 feet.
Brutality Hunger[edit]
At 14th level, when you reduce a creature to 0 hit points while you have no brutality, you can choose to cause your die to be recovered to a d6.
Once you use this ability, you can't use it again until you finish a short or a long rest.
Enraged Apotheosis[edit]
When you reach the 18th level, you gain the following benefits:
- When you are reduced to an amount of hit points equal to half your maximum or lower, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
- When you reduce a hostile creature to 0 hit points, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
- Your hit point current and maximum increases by 10.
- Whenever you are within 5 feet of a hostile creature, you can use your bonus action to give yourself advantage on a Strength based melee weapon attack against that creature.
Furious Spirit[edit]
At 20th level, whenever you roll initiative, your Brutality returns to its full size.
In addition, whenever you roll initiative, you gain 6 fury points.
Paths of Brutality[edit]
There are three paths options for those warriors who rely solely on the strength of their arms. You can choose between:
- The path of the furious warrior, if you aim for a brute who seeks to control and channel its own rage, instead of being controlled by it.
- The path of sacrifice, for the brutes who prove themselves by enduring pain and suffering, and ending their battles victorious after multiple wounds, using their bodies as a shield to its allies.
- And the path of the ravager, who let themselves be taken and led by their fury, letting only destruction and pain behind.
Path of the Furious Warrior[edit]
- Furious Technique
When you choose this path at 3rd level you can use a bonus action and expend 1 fury point to gain a bonus equal to a roll of your fury die to your AC, attack rolls, or saving throws until the start of your next turn.
- Unstoppable Fury
Also at 3rd level, whenever you are targeted by an effect that would cause you to be charmed, frightened, stunned, poisoned, paralyzed, grappled or restrained, you have advantage on the saving throw if you have at least 1 fury point.
- Enraged Stance
At 7th level, whenever you take the Attack action, you can forgo one of your attacks to enter a enraged stance, that lasts while you have at least 1 fury point or until you are hit by an attack. The next time you are hit by an attack, the damage of that attack is reduced by your fury die.
If you are hit by a melee attack from an attacker within 5 feet, the attacker also take damage equal to the amount of damage reduced.
- Furious Champion
At 11th level, whenever you roll your fury die for your Furious Technique, you roll a d8 if your fury die is reduced to a d6 or lower. If you have no use of your fury die, you can roll a d6 for the Furious Technique feature.
In addition, if you have used Furious Technique on this turn, you can also use Devastation without spending additional fury.
- Warrior's Trance
At 15th level, you can use your action and spend 3 fury points to enter in a battle trance. For the duration of the trance, you can attack any creature that makes an attack against you while within your reach.
The trance lasts until you are reduced to 0 hit points or until you have no fury remaining.
Path of Sacrifice[edit]
- Sacrificing Dash
When you choose this path at 3rd level, you gain the ability to throw yourself in front of your allies, protecting them from harm. Whenever a creature within half your movement speed takes damage from an attack, you can use your reaction to move towards an unoccupied space within 5 feet of that target, take damage in its place.
- Fast Regeneration
Also at 3rd level, you can use your Action to quickly recover from harm. You can spend any amount of fury points to regain a number of hit points equal to one Fury Die roll per point spent.
In addition, whenever you use your Toughened Hide feature, you regain a number of hit points equal to the amount of damage you reduced, without spending extra fury.
You can also forgo the extra damage you gain whenever you spend fury points to increase the amount of hit points of hit point you regain with this feature by the same amount.
- Enduring Body
At 7th level, you gain proficiency in Death Saving Throws and in Constitution checks. In addition, you add your Constitution modifier to any fury feature that causes you to reduce damage or regain hit points.
- Deathless Fury
At 11th level, whenever you use your Toughened Hide or Fast Regeneration feature when your fury die is reduced to a size equal to a d6 or lower, you can roll a d8 instead.
In addition, you can use your Toughened Hide or Regeneration even when your fury die is depleted, rolling a d6.
- Immortal Rage
When you reach the 15th level, when you are reduced to 0 hit points, you can use your reaction and spend 1 fury point to be reduced to a number of hit points equal to the number rolled on your fury die.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and regain your uses of it after finishing a long rest.
Path of the Ravager[edit]
- Savage Cleave
At 3rd level, when you use your Behemoth's Might feature, you can cleave trough other creatures nearby. Choose one creature within 5 feet of your target and within your reach. That creature takes damage equal to the number rolled on the Behemoth's Might additional damage. The damage type is the same of the weapon used.
At 7th level, you can choose one additional target, for a total of two. At 11th level you choose one additional one, for a total of three, and finally four targets at 15th level.
- Bestial Agility
Starting at 3rd level, while you have Fury points equal to half your proficiency bonus (rounded up) or higher, you add your fury die to your Initiative rolls and Dexterity saving throws.
In addition, while in this state, at the start of each turn roll your fury die. You can use your bonus action to move at a speed equal to 5 feet x the number rolled on the die until the end of that turn.
- Brutal Savagery
At 11th level, whenever you use your Behemoth's Might when your fury die is reduced to a size equal to a d6 or lower, you can roll a d8 instead.
In addition, you can use your Behemoth's Might even when your fury die is depleted, rolling a d6.
- Primal Rage
At 15th level, when you are reduced to half your maximum amount of hit points, the cost of your Behemoth's Might is reduced in 1 fury point point (to a minimum of 1).
Brutalities[edit]
- Indomitable Might
You can use a bonus action and reduce the size of your fury die in one size to activate indomitable might for 1 hour. For the next hour, you can use your bonus action on your turn to tense your grip around an object, surface or weapon.
Doing so allow you to make attacks with two-handed melee weapons using only one hand, and to use the versatile damage die for versatile weapons you wield in one hand. In addition, when you do so, you also gain advantage on your Strength (Athletics) checks until the start of your next turn.
In addition, when attack with two handed weapons wielded in two hands, the damage increases in one size (1d10 becomes 1d12 and 1d12 or 2d6 becomes 2d8).
The duration increases with the size of your die before being reduced: 8 hours (1d8), 24 hours (1d12).
- Aggressiveness
You can use a bonus action and reduce the size of your fury die in one size to enter in an aggressive state, lasting for 1 minute. For the duration, you deal additional damage equal to your fury die whenever you hit a creature with a melee weapon attack using Strength.
The duration increases with the size of your die before being reduced: 1 hour (1d8), 12 hours (1d12).
- Powerful Block
While wielding a melee weapon in two hands, you can block the most powerful of attacks. As a reaction, you can reduce the size of your fury die in one size when you take bludgeoning, slashing or piercing damage from an attack. Doing so halves the damage of the attack, and give you resistance to that damage type until the start of your next turn.
In addition, the first attack you hit of your next turn cause additional damage equal to your fury die.
- Vengeful Strike
When you are hit by a melee weapon attack, you can reduce your fury die in one size as a reaction to make a melee weapon attack against your attacker. In addition, you deal additional damage equal to your fury die x your proficiency bonus with this attack on a hit.
- Muscular Enhancement
prerequisite: 5th level
As an action, you can reduce your fury die in two sizes to increase your muscularity and power for 1 minute. For the duration, your size is considered large, for all intents and purposes, and you have advantage on Strength checks and saves.
In addition, you add your fury die to your melee weapon attacks using Strength.
You must have at least 1 fury point to use this brutality, and the effect ends earlier if you no longer have fury points.
- Swift Strikes
prerequisite: 5th level
As a bonus action, you can reduce your fury die in two sizes to increase your attack and speed for the next minute. On the turn you activate this brutality, you can move up to 20 feet and make one additional attack with a melee weapon.
As a bonus action in each subsequent turn, you can move 20 feet and make a melee weapon attack using strength.
You must have at least 1 fury point to use this brutality, and the effect ends earlier if you no longer have fury points.
- Enraged Scream
prerequisite: 9th level
As an action, you can unleash a powerful scream which reduced your fury die by three sizes. Any creature within 10 feet of you that is able to hear you must succeed on a Wisdom saving throw, or be frightened for 1 minute. Whenever you hit a creature frightened by this ability with a melee attack, you cause additional psychic damage equal to your fury die before being reduced.
A creature affected can make a saving throw at the end of each of its turns to end this effect.
You must have at least 1 fury point to use this brutality, and the effect ends earlier if you no longer have fury points.
- Berserk's Frenzy
prerequisite: 13th level
You can reduce your fury die in four sizes to enter in a frenzied state as a bonus action. While frenzied, you gain the following benefits:
- You can give yourself advantage in all Strength based melee weapon attacks made on your turn. If you do so, all attacks made against you are made with advantage.
- You add your fury die to the damage of all your melee weapon attacks using Strength.
- You have resistance to all damage types (except psychic).
- You can choose to enter in a Exhaustive Frenzy as a bonus action on your turn which allow you to make one additional melee weapon attack on your turn, using a bonus action. If you do so, you suffer one level of exhaustion at the end of the frenzy.
This frenzy lasts for 1 minute, but you can end earlier using a bonus action on your turn. The frenzy also ends earlier if you haven't attacked no creature or taken damage since your last turn, fall unconscious or are reduced to 0 hit points.
You must have at least 1 fury point to use this brutality, and the effect ends earlier if you no longer have fury points.
- Blade Rampage
prerequisite: 17th level
You can reduce your fury die in five sizes to enter in a blade rampage as a bonus action. On the turn you activate the Blade Rampage you can make two additional melee weapon attacks using Strength.
In addition, as a bonus action in each turn thereafter, for 1 minute, you can make two melee weapon attacks using Strength in each of your turns.
You must have at least 1 fury point to use this brutality, and the effect ends earlier if you no longer have fury points.
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