Brute (5e Class)

Introduction

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

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:

Table: The Brute

LevelProficiency
Bonus
Features
1st+2Perfect defense
2nd+2Fighting style
3rd+2Brand of sacrifice Path of sacrifice
4th+2Ability Score Improvement, Weapon Proficiency
5th+3Wound
6th+3Behemoth's Strength
7th+3Brawn
8th+3Ability Score Improvement
9th+4Merciless
10th+4Brute
11th+4Unstoppable Force
12th+4Ability Score Improvement
13th+5—
14th+5Warden
15th+5Malicious
16th+5Ability Score Improvement, Sadistic
17th+6Vicious Critical
18th+6Ruthless
19th+6Ability Score Improvement
20th+6Perfect Weapon Fighting

Perfect defense

You gain this feat at first level, due to you living a harsh life style you have found a way that benefits you in a way that makes you stop the pain.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in two hands 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 wearing heavy armor.

Path

At 3rd level you gain the path of sacrifice Path of Sacrifice

Behemoth's Strength

Starting at 6th level, your focus of putting your all into a single attack due to your high energy of sleep. The first melee attack you make after a long rest deals 2d6 additional damage. This feature can't be used when wielding a light weapon.

At 11th level it increases to 4d6, and at 17th level, this damage increases to 6d6.

Berserkers Rage

Starting at 7th level, on your turn, you can enter a Rage as a bonus action. While Enraged, you gain the following benefits:

  • You have resistance to all non-magical weapon damage.
  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

If you are able to cast spells, you can't cast them or concentrate on them while Enraged.

Your fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action.

Once you have Enraged the number of times equal to half your current Strength modifier, you must finish a long rest before you can rage again. (half is Rounded down).

  • At 8th level you now can use the your whole strength modifier for the amount of rages.

Unstoppable Force

Starting at 11th level, your base speed increases by 10ft and cannot be reduced while you are wearing armor by difficult terrain or spells. In addition, you are immune to the paralyzed and stunned conditions, and you have advantage on all Strength checks and saving throws against being knocked prone.

Warden

You cannot always spare a hand when being so alert. Your arms develop strength so you can best defend with the most efficiency. Starting 14th level, when you wield a weapon with the Versatile property in one hand, you can roll the weapon's damage as if you were wielding it with two hands. you to wield your weapon with one hand. You can use your bonus action to ignore disadvantage on attacks with this weapon.

Malicious

Beginning at 15th level, the damage a wounded creature takes is increased by 1 again, to a total of 4 damage at the end of its turn. In addition, your ability modifier damage with melee weapon attacks is doubled.

Sadistic

Beginning at 16th level, the creature takes 1 point of damage for each time it attacks and hits you, to a total of 5 damage at the end of its turn.

Perfect combat

At 20th level you have mastered the way of your weapons

  • You may add half your Strength modifier (rounded down) to all damage rolls made with a weapon with the two-handed property.
  • As a bonus action, you can set your stance with a weapon with the two handed property in such a way that you are better prepared for mounted enemies. While in this stance, you gain advantage on attack rolls you make against mounted opponents.
  • When wielding a weapon with the two-handed property, if you still didn't take the Attack action on your turn, you can use your bonus action to enter a defensive stance. While you are in this stance, you gain a +2 bonus to your AC and a -2 penalty to all your attack rolls until the start of your next turn.
  • When wielding a weapon with the two-handed property, you can spend half of your maximum movement speed to take the Disengage action.
  • When you are hit by an attack, you can use your reaction to immediately face that enemy, imposing disadvantage to any other attack made by that enemy against you until the start of your next turn.
Brand of sacrifice

At 3rd level you will gain The brand of sacrifice which will emerge anywhere on the body once attuned. The searing pain of it being carved into the flesh is not akin to the scorching burn of an actual brand. This brand alerts the user whenever any evil aligned Devil or Demon creature is within 200ft of the wielder. The alert for this is a sharp pain emanating from the brand as it begins to slowly glow. Causing the wielder to suffer 1d6 psychic damage per Demon or Devil creature within 200ft. The glowing grows more intense the closer the Devil/Demon creature comes. In addition (At the DM’s discretion), Low-tiered Demon and Devil creatures will draw towards the brand during the night.

Weapon Proficiency

Starting at 4th level, upon choosing this instinctive nature, you may put more force behind your attacks. When you hit a creature with a melee weapon, you deal an additional 2 damage. This damage increases to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level.

Starting at 15th level, when you roll a 1 on an attack roll, you can reroll the die and must use the new roll, even if the new roll is a 1.

Brawn

Beginning at 7th level, you gain proficiency in the Athletics and Acrobatics skills. If you already have proficiency in these skills, your proficiency bonus is doubled for any ability check you make using these skills.

Brute

Starting at 10th level, a melee weapon deals one extra die of its damage when you hit with it.

Ruthless

Starting at 18th level, you swing with no mercy, especially when hitting vital spots. Critical hits with melee weapons deal triple damage instead of double damage.

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 can't increase an ability score above 20 using this feature.

Multiclassing


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Strength 13 and Constitution 13

Proficiencies. When you multiclass into the Berserk class, you gain the following proficiencies: All Armor, and All Weapons.


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