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I posted a first draft of this in the thread on the latest Unearthed Arcana, but that discussion seems to have turned into a debate about gnomes.
I didn't think WotC's Brute was very...interesting. I suspect one of their goals is providing easy-to-use classes for beginners (or for those who just don't want to fiddle with mechanics) but even so just adding some dice to every roll feels too dull.
So, without further ado...
The Brute
Bigger Hammer
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force...as long as you don’t overthink things. Whenever you hit with a weapon that you’re proficient with and deal damage, and your unmodified attack roll is greater than your Intelligence score, the weapon’s damage is increased by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
Level / Bonus
3rd / 1d4
8th / 1d6
13th / 1d8
18th / 1d10
You Are the Brute Squad
Also at 3rd level you gain proficiency in Intimidation. If you already have proficiency you gain Expertise.
Too Stubborn to Die
Beginning at 7th level, your sheer mule-headedness helps you muddle through all sorts of unpleasantries. When you fail any saving throw other than Constitution you may choose to re-roll it as a Constitution saving throw. If you use this ability on a death saving throw, any result greater than 20 counts as a natural 20. You may do this a number of times equal to your Constitution modifier (minimum once), and regain all uses at the end of a short rest.
Walk and Chew Gum
You gain one additional fighting style.
Staggering Blows
Starting at 15th level, when you score a critical hit your target must make a Constitution saving throw or be stunned until the beginning of your next turn. The DC is equal to 8 + your Strength modifier + your proficiency modifier, and is further increased by 2 if using a weapon two-handed, or by -2 for offhand attacks.
All Out of Bubblegum
Although usually you’re really quite reasonable, uncooperative enemies can, on occasion, upset you. When this happens you grit your remaining teeth, block out discomfort (what others might call “pain”), and start knocking heads together. At 19th level, if your HP are below half of their maximum, as a bonus action you may enter a Bad Mood. In this state you have resistance to all forms of damage, you have Advantage on saving throws and ability checks versus spells and effects that would impose a condition on you, and when you are attacked by a melee attack you may use your reaction to Shove the attacker. However, your movement speed is halved and you cannot use the Dash action. Lasts for 1 minute, and after you use this ability you cannot use it again until you finish a long rest.
EDIT: (just leaving notes for myself for future reference without bumping the thread)
Another idea for an ability would to be to get Advantage on any Strength check, perhaps as a bonus action. Or perhaps to simply get Proficiency bonus on any Strength check, even if it's not specifically a skill.
I didn't think WotC's Brute was very...interesting. I suspect one of their goals is providing easy-to-use classes for beginners (or for those who just don't want to fiddle with mechanics) but even so just adding some dice to every roll feels too dull.
So, without further ado...
The Brute
Bigger Hammer
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force...as long as you don’t overthink things. Whenever you hit with a weapon that you’re proficient with and deal damage, and your unmodified attack roll is greater than your Intelligence score, the weapon’s damage is increased by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
Level / Bonus
3rd / 1d4
8th / 1d6
13th / 1d8
18th / 1d10
You Are the Brute Squad
Also at 3rd level you gain proficiency in Intimidation. If you already have proficiency you gain Expertise.
Too Stubborn to Die
Beginning at 7th level, your sheer mule-headedness helps you muddle through all sorts of unpleasantries. When you fail any saving throw other than Constitution you may choose to re-roll it as a Constitution saving throw. If you use this ability on a death saving throw, any result greater than 20 counts as a natural 20. You may do this a number of times equal to your Constitution modifier (minimum once), and regain all uses at the end of a short rest.
Walk and Chew Gum
You gain one additional fighting style.
Staggering Blows
Starting at 15th level, when you score a critical hit your target must make a Constitution saving throw or be stunned until the beginning of your next turn. The DC is equal to 8 + your Strength modifier + your proficiency modifier, and is further increased by 2 if using a weapon two-handed, or by -2 for offhand attacks.
All Out of Bubblegum
Although usually you’re really quite reasonable, uncooperative enemies can, on occasion, upset you. When this happens you grit your remaining teeth, block out discomfort (what others might call “pain”), and start knocking heads together. At 19th level, if your HP are below half of their maximum, as a bonus action you may enter a Bad Mood. In this state you have resistance to all forms of damage, you have Advantage on saving throws and ability checks versus spells and effects that would impose a condition on you, and when you are attacked by a melee attack you may use your reaction to Shove the attacker. However, your movement speed is halved and you cannot use the Dash action. Lasts for 1 minute, and after you use this ability you cannot use it again until you finish a long rest.
EDIT: (just leaving notes for myself for future reference without bumping the thread)
Another idea for an ability would to be to get Advantage on any Strength check, perhaps as a bonus action. Or perhaps to simply get Proficiency bonus on any Strength check, even if it's not specifically a skill.
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