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Bruiser

Bruiser

As a Bruiser you gain the following class Features.

Hit Points

Hit Dice: 1d12 per Bruiser Level

Hit Points at 1st Level: 12 + your Constitution Modifier

Hit Points At Higher Levels: 1d12 (or 8) + your Constitution modifier per Bruiser level after 1st

Starting Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

Weapons: Simple Weapons, Marital Weapons, Light Guns, Heavy Guns

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two Skills from Athletics, History, Insight, Intimidation, Perception, and Survival

Power Stat: Constitution, Strength, or Wisdom

Starting Equipment

Table: The Bruiser

LevelProficiency BonusFeaturesMax Adj.
1+2Fighting Style, Second Wind, Power Origin (Two 1st tier adj)1
2+2Bulwark of Power1
3+2Brutish Paradigm1
4+2Ability Score Improvement1
5+3Travel Mode, Extra Attack2
6+3Ability Score Improvement2
7+3Brutish Paradigm2
8+3Ability Score Improvement2
9+4Indomitable (one use)2
10+4Travel Mode (Improved), Brutish Paradigm3
11+4Extra Attack (2)3
12+4Ability Score Improvement3
13+5Indomitable (two uses)3
14+5Ability Score Improvement3
15+5Travel Mode (Heroic), Brutish Paradigm, Titanic Weapons4
16+5Ability Score Improvement4
17+6Indomitable (three uses)4
18+6Brutish Paradigm4
19+6Ability Score Improvement4
20+6Extra Attack (3), Heroic Constitution4

Fighting Style- Same as 5e Source material except archery includes guns and heavy guns.

Second Wind- Same as 5e Source Material.

Power Origin- When You gain your 1st level in any hero class you are able to use your unique talents in a few more ways by focusing it in one of these class roles. As a Brusier you do not gain a utility pool to access your power with, instead you may add an adjustment to each one of your attacks made in your attack action. Additionally, when you use an ability granted by your brutish paradigm you may add an adjustment as a part of that action. Your Power Origin might develop and grow as you complete challenges and become stronger.

Bulwark of Power- At 2nd level, a bruiser gains the ability to raise his defensive capabilities significantly. As a Bonus Attack a Bruiser gains temporary hit points equal to 10 times his Bruiser level. The temporary hit points persist without a duration until they are used by taking damage. After a Bruiser has used this ability he may not use it again for 1d6 rounds after the temporary hit points have been expended.

Brutish Paradigm- At 3rd level, you choose a paradigm that you strive to archieve in perfecting your arms and armors, such as the Argonaut or the Sword of Damocles. The paradigm you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level.

Travel Mode-

Ability Score Improvement- Same as 5e Source Material.

Extra Attack- Same as 5e Source Material.

Indomitable- Same as 5e Source Material except whenever you expend a use you refresh or gain your Bulwark of Power at its full strength.

Titanic Weapons- At 15th level, you gain the ability you use Titanic-class weapons without losing any of its damage dice and attack as though you have proficiency.

Heroic Constitution- At 20th level, a Brusier changes all of his hit dice to d20, his Constitution Score becomes 30, and his Bulwark of Power becomes 30 times his Bruiser level.


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