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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
Level Proficiency Bonus Features Max Adj.
1 +2 Fighting Style, Second Wind, Power Origin (Two 1st tier adj) 1
2 +2 Bulwark of Power 1
3 +2 Brutish Paradigm 1
4 +2 Ability Score Improvement 1
5 +3 Travel Mode, Extra Attack 2
6 +3 Ability Score Improvement 2
7 +3 Brutish Paradigm 2
8 +3 Ability Score Improvement 2
9 +4 Indomitable (one use) 2
10 +4 Travel Mode (Improved), Brutish Paradigm 3
11 +4 Extra Attack (2) 3
12 +4 Ability Score Improvement 3
13 +5 Indomitable (two uses) 3
14 +5 Ability Score Improvement 3
15 +5 Travel Mode (Heroic), Brutish Paradigm, Titanic Weapons 4
16 +5 Ability Score Improvement 4
17 +6 Indomitable (three uses) 4
18 +6 Brutish Paradigm 4
19 +6 Ability Score Improvement 4
20 +6 Extra Attack (3), Heroic Constitution 4
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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