Bruiser in Element 133 | World Anvil

Bruiser

Bruisers are dangerous warriors that would rather solve physical disputes by cleaving off the head of their opponents. Their strength and size make them intimidating foes, and their brutish and brash nature often reflects the dumb muscle head stereotype. But don't be deceived, many bruisers are very wise and intelligent people, though they typically view things from the simplest of perspectives. This simplification can often be an asset in a modern world of complex issues.

You may select this class as your base class by selecting a Tier One Bruiser class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Bruiser class select any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.


A tall human swordsman strides through a blood-soaked battlefield, wielding that which was too big to be called a sword, massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron, and of all men who walked that battlefield that day, none could doubt that man's strength or that weapon's impracticality as he dyed its black steel crimson.

A spry, young human woman wanders into the darker side of an alleyway. She doesn’t notice until it’s too late that she’s being tailed by two larger thugs, with beefy arms and ravenous looks in their eyes. In a quick moment of desperation, the young woman seems to pick something off the ground, as the two men approach from her back. She then turns immediately, tossing a small patch of dirt in their eyes and she flees between them.

In the darkness of the forest, an enemy scouting party stops, disturbed by the slender figure of an android who blocks their path, his unblinking eyes watching them like a wolf of the night. Granted power through unhinged rage, his movements are fast and unrelenting, as he cleaves through the unit like a beast himself. In his ravenous bloodlust, he found no satisfaction; and with rushing blood he scoured the forest of those who had fled, their wounds carving a path to them through the dense foliage and sealing their inescapable fates.

A burly woman charges into the fray before her. Quickly disabled the massive creature by removing its wings with her bare hands. With a whoop, she tosses them to the ground catching the attention of the bloodied friends. Her allies are now able to reach the insectoid beast she has turned the tide of the encounter.

Although the athleticism of the bruiser often involves a bulking mass of muscle, this is not always the case. A bruiser is simply any warrior who prefers melee combat and knows exactly how to throw their weight.

Rough Patch

Bruiser types have been around since the cavemen. However, you may consider how you made the best use of your skills in the modern world. Did you have a manual labor job or part of the criminal underbelly of big cities? Where you a part of a military or athletic organization? Or were your athletic abilities and innate rage buried behind an office desk or modeling headshot?


by Jason Kang

Bruisers in Pop Culture

Hulk, Thor, Bucky Barnes, Captain America, and Wolverine from the MCU, Johnny Bravo, No. 1 from The Umbrella Academy, He-Man and She-Ra, Popeye, Kratos from the God of War video games, Bat Man, Wonder Woman, and Harley Quinn from the DCU, Donkey Kong and Bowser from Mario Bros, John Wick, and Butcher from The Boys.

Creating a Bruiser

Bruisers usually are all about the thrill of a fight. They’re meant to beat people up, sock them in the eye, break a bone or two, and not break a sweat doing it. So, what made your character decide that they would be a rough-and-tumble Bruiser? Were you taught by some kind of master to be this crude? Or maybe the opposite, where they taught you honor and you spat in their face? Maybe you had no teacher, instead learning on your own to fight dirty. Or, perhaps, you just had it without any particular teaching, throwing all you know to the wayside just to land a couple of blows.

The Bruiser is a combat tank class, dealing and taking damage is their specialty. While not inept themselves a Bruiser may depend on their companions who have skills in the intellectual sphere. As a party member, the Bruiser acts as the workhorse, dealing tremendous damage and moving heavy obstacles. The Strong Hero, Fast Hero, and Tough Hero are good multiclass for all Bruisers. Gaining specific skills granted by the Hustler, Smith, and Specialist classes can assist your ability to use weaponry more efficiently. In addition, multiclassing into the Smart Hero, Dedicated Hero, or Charismatic Hero could enhance some of your weaker abilities.

Bruiser Quick Build

You can make a Bruiser quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution and Dexterity. Second, choose the Sailor or Construction Worker occupation.

Base Class Features

The following abilities are granted by selecting this class as your base class

Ability Score Increase

+2 STR, +1 CON, +1 DEX.

Saving Throw Proficiency

Gain proficiency in Strength, Dexterity, and Constitution saving throws.

Wealth, Reputation and Supply

WEA +2, REP +2

Speed Modifier

+10

Skill Proficiencies

Gain double proficiency in Athletics and Acrobatics. Gain proficiency in two of the following skills; Animal Handling, Intimidation, Mechanics, Navigation, Performance, Persuasion, Stealth, and Survival.

Weapon & Armor Proficiencies

Light Armor, Archaic Melee Weapons, Archaic Heavy Ranged Weapons, Archaic Heavy Siege Weapons, Personal Melee Weapons, Personal Shotguns, Bazooka, Net, and Rocket Propelled Grenades.

Tool Proficiencies

1 of your choice, and Cart, Sled, Wagon, Rowboat, and Sailing Ship vehicles.

Languages

1 of your choice

Equipment

You may select 8 items of value 10 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select three simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.

Free Features

Tank - 0 AXP

TIER ONE FEATURE: Tank

    • AXP: 0
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

Your increased athletic ability and training has increased your endurance and stamina beyond the capabilities of your run of the mill fighter. When you take this feature at tier one you gain the following benefits:

Surplus Health

You have an amount of additional d12 hit dice equal to your proficiency bonus. These hit dice count when determining your hit point maximum at each tier. Whenever you finish a long rest, you also regain that amount of hit dice, in addition to the amount of hit dice you normal regain on a long rest.

Fast Recovery

As a bonus action on your turn, you can roll a hit die and regain a number of hit points as if you had completed a short rest.

Resolve

As a reaction when you make a Constitution ability check or saving throw, Death Saving Throw, or Wisdom saving throw, you can expend one hit die and add the number rolled to the result of the roll. If you roll a 20 or higher (adding the number rolled on the hit die to the d20) you regain 1 hit point. You do not regain hit points from this hit die.

Shake Off

When you are paralyzed, stunned or poisoned, you can spend 2 hit dice to end that effect on you. No action required. You do not regain hit points from these hit dice.


 
Turn the Tide - 0 AXP

TIER ONE FEATURE: Turn the Tide

    • AXP: 0
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

Your determination and endurance in the face of adversity allow for moments of incredible action. Once per day you may make a check to turn the tide of a combat encounter in the favor of your party. Roll a d20 + your Strength modifier with a DC set by the DM as determined by the gravity of the situation. Depending on the amount of your roll above or below the DC you may make a miraculous action or sacrificial play to hopefully turn the tide. This may be as simple as breaking an enemy's weapon to eliminating one of their Hit Point Pools (see The Rules of Anarchy) on success, or a sacrifice of your hit points to distract the enemy or revive a fallen ally.


 

Class Features

Tier One
Brawler - 2200 AXP

TIER ONE FEATURE: Brawler

    • AXP: 2200
    • Pre-Requisites: Selected Bruiser, Specialist, or Scout as base class.
    • Grants Access To: None

The brawler is a skilled hand-to-hand fighter, when you take this feature you may add your proficiecy bonus to attack and damage rolls for unarmed attacks. In addition you gain the following abilities:

Stability. you are incredibly sure-footed. You gain a +4 bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

Unhindered. you may treat any armor worn as one weight class lower in determining proficiency and disadvantages.


 
Danger Sense - 1800 AXP

TIER ONE FEATURE: Danger Sense

    • AXP: 1800
    • Pre-Requisites: Wisdom ability score of at least 14 or access granted by selecting the Bruiser base class
    • Grants Access To: None

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.


 
Dirty Fighting - 3000 AXP

TIER ONE FEATURE: Dirty Fighting

    • AXP: 3000
    • Pre-Requisites: Selected Bruiser or Hustler as base class
    • Grants Access To: None

You pick up some cheap tricks from your time of scuffling. You learn Dirty Fighting Techniques as you take features in this tree. Some Dirty Fighting Techniques will ask for a saving throw or tell you to use your Dirty Fighting modifier. They are listed below:

Dirty Fighting Save DC: 8 + Dexterity or Strength Modifier (choose one) + Proficiency Bonus

Dirty Fighting Modifier: Dexterity or Strength Modifier (choose one) + Proficiency Bonus

Grit: you gain a number of grit points depending on your tier as shown on the table bellow. These are expendable points used for using Dirty Fighting Techniques, typically variable in how many you can use per attack. Typically, Grit will only be used for these, unless specified later in the class. You regain all Grit points after a long rest, and can use a hit die to regain that many Grit during a short rest. Any grit past the maximum is wasted.

Grit Points


TierGrit Points
Tier 12
Tier 27
Tier 311
Tier 416
Tier 520
Tier 624
Tier 729
Tier 833
Tier 938
Tier 1042

Additionally, you also realize how powerful your environment is. Improvised Weapons now cause 1d6 + STR damage, and your fists cause 1d4 + STR bludgeoning. You can also choose to add your Dexterity modifier to your attacks and damage rolls instead of your Strength modifier.

The damage increases when you reach 3rd tier (1d8 and 1d6), 5th tier (1d10 and 1d8), and 7th tier (1d12 and 1d10)

Dirty Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this feature. These are added to the list of Dirty Fighting Techniques you can use provided you have the neccecary grit points.

Knockdown Strike

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature, aiming at whatever’s keeping it stable. If you hit, then you roll damage as normal and force the creature to make a Strength Saving Throw. If it fails, it falls prone. If it’s immune to prone, then your grit used is half.

Armor Cleave

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature’s armor, hide, or whatever it has for a protective matter. You still need to beat the creature’s AC. If you succeed, then you can lower it’s AC by 1. This can only be used to lower the AC once, unless the DM agrees to letting you cut through multiple places. (ex. A Tarrasque’s monster hide can be cut through most likely due to how huge of a creature it is.)

Intimidating Blow

Use: 1-5 Grit, 1 Action; You make an attack so ferociously that you attempt to startle the creature as well. If your base attack hits, the creature makes a Wisdom Saving Throw. If it fails, then you lower it’s next attack’s damage by how many Grit you used. You gain a multiplier for how many tiers you have; At 3rd tier, you multiply the Grit used by 2, rounding down; At 5th, multiply Grit by 3; At 7th, multiply it by 4.

Swing

Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Swing. If you hit the first creature, you can make an attack roll on an adjacent creature and attempt to hit them as well. If there’s more than 2, you can exert 1 extra grit per creature to keep attacking.

Weighted Strike

Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Weighted Strike. This allows you to take a minus 5 or your tier number, whichever is higher, to your attack roll. In exchange, if you land the attack, it’s a natural critical hit.

Plead, Grovel and Weep

Use: 3 Grit, 1 Action; As an action, you weep pathetically to distract enemies nearby. Any allies have advantage on hostile creatures within 15 feet of you until your next turn. You can only use this once per encounter, and if the enemy fights you again, they do not fall for it.


 
Extra Attack - 2000 AXP

TIER ONE FEATURE: Extra Attack

    • AXP: 2000
    • Pre-Requisites: Tier 5 or access granted by selecting Bruiser as base class
    • Grants Access To: None

You can attack twice, instead of once, whenever you take the Attack action on your turn.

This feature cannot be taken in addition to any other Tier One Extra Attack feature from another class.


 
Fast Movement - 1500 AXP

TIER ONE FEATURE: Fast Movement

    • AXP: 1500
    • Pre-Requisites: None
    • Grants Access To: None

Your base speed increases by 10 feet while you aren't wearing heavy armor.


 
Fighting Style - 1500 AXP

TIER ONE FEATURE: Fighting Style

    • AXP: 1500
    • Pre-Requisites: Strength or Dexterity score of at least 14.
    • Grants Access To: None

You adopt a particular style of fighting as your specialty. Choose one of the following options that best suits your nature:

Fisticuffs

Your unarmed strike damage becomes 1d6 + STR, and you may add your proficiency bonus to your attack roll.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Obstruction

Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must have a weapon with the heavy property or shield in your hand to use this.

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.

Multiclass Compatability: This feature may only be taken in addition to Fighting Style features of other classes after tier 5. And you may not select the same fighting style twice.


 
Mountain - 2200 AXP

TIER ONE FEATURE: Mountain

You harness your endurance to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon taking this feature, you cannot be knocked prone while raging unless you become unconscious.


 
Rage - 2200 AXP

TIER ONE FEATURE: Rage

    • AXP: 2200
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

In battle, some bruisers fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain tiers, as shown in the Rage table below.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells or use technomancy, you can't cast them or concentrate on them while raging.

Your rage 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 rage on your turn as a bonus action.

Once you have raged the number of times shown for your tier in the Rage table below, you must finish a long rest before you can rage again.

Rage


TierRagesRage Damage
Tier 13+2
Tier 24+2
Tier 34+2
Tier 45+3
Tier 55+3
Tier 66+3
Tier 76+4
Tier 87+4
Tier 97+5
Tier 10Unlimited+6


 
Reckless Attack - 2000 AXP

TIER ONE FEATURE: Reckless Attack

    • AXP: 2000
    • Pre-Requisites: None
    • Grants Access To: None

You can throw aside all concern for defense to attack with fierce desperation. 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.

At 3rd tier, you no longer take a penalty from using Reckless Attack.


 
Unarmored Defense - 2000 AXP

TIER ONE FEATURE: Unarmored Defense

    • AXP: 2000
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

At tier 5, your armor class becomes your armor class equals 12 + your Dexterity modifier + your Constitution modifier.


 

 
Tier Two
Mountain: Giant's Havoc - 5000 AXP

TIER TWO FEATURE: Mountain: Giant's Havoc

    • AXP: 5000
    • Pre-Requisites: Size of Medium or larger and a Strength ability score of at least 16, or access granted by Mountain.
    • Grants Access To: None

You continue increasing your strength transforming you into a hulking force of destruction. You may increase your Strength ability score by one. In addition, you gain the following abilities:

Crushing Hurl. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus (or +3 if you do not have the Rage feature) to the attack’s damage roll.

Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you may choose to become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.


 
Heavy Tank - 6800 AXP

TIER TWO FEATURE: Heavy Tank

    • AXP: 6800
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

Your intense training and sheer will have caused your muscles and bone structure to alter. You can roll a d4 and add the result to your normal unarmed damage and your carrying capacity is doubled.

Additionally, nothing can stand in between you and your enemies. Your movement is unaffected by difficult terrain, and you can push enemies out of your way, being able to shove as a bonus action. Your movement speed is not reduced when climbing or swimming, and your standing long jump and high jump distance is equal to your running long jump and high distance.

Finally, your resilience can keep you moving despite heavy damage. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest this resets the DC to 10.


 
Rage: Mindless Rage - 3600 AXP

TIER TWO FEATURE: Rage: Mindless Rage

    • AXP: 3600
    • Pre-Requisites: Rage
    • Grants Access To: None

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

In addition, you have advantage on all saving throws to avoid being charmed or frightened when not raging.


 
Path of Sacrifice - 3600 AXP

TIER TWO FEATURE: Path of Sacrifice

    • AXP: 3600
    • Pre-Requisites: None
    • Grants Access To: None

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.


 
Reckless Abandon - 4200 AXP

TIER TWO FEATURE: Reckless Abandon

When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1) + your proficiency bonus. They vanish if any of them are left when your rage ends.


 
Retaliation - 5400 AXP

TIER TWO FEATURE: Retaliation

    • AXP: 5400
    • Pre-Requisites: Selected Bruiser as base class.
    • Grants Access To: None

What doesn't kill you makes you stronger. This is the creed of all bruisers and you know it well. When a creature deals melee piercing, slashing, or bludgeoning damage to you, you can use that pain to fuel your combat prowess. On your next turn, as a bonus action, you can deal additional damage on your next successful melee attack equal to half the total damage that creature delt to you. For example, if an opponent rolls a 12 on their greatsword strike and adds 4 due to their Strength modifier, you can deal 8 additional damage with this feature, regardless of resistances. This damage can only apply to the target that dealt that damage to you. You can use this feature a number of times equal to your Constitution modifier and you regain all expanded uses once you finish a long rest.


 
Dirty Fighting: Scrappy - 5600 AXP

TIER TWO FEATURE: Dirty Fighting: Scrappy

You’re gradually getting tougher as you progress up the scales of being a bruising basher. You start to shrug off hits easier. As an action, you can hype yourself up with a rudimentary gesture. This can be anything from slapping yourself on the cheeks, or screaming that you can beat whomever you’re fighting. Regardless, this action will give you Temporary HP equal to four times the amount of Grit Points you spend on it, the max amount you can spend being equal to your tier. You may use this feature 3 times per day.

Additionally, you start to get lighter on your feet. You gain proficiency in Acrobatics, and gain expertise if already proficient in it. And you can add 10 feet to your movement speed, and can Dash as a bonus action on your turn.

Dirty Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this feature. These are added to the list of Dirty Fighting Techniques you can use.

Underhanded Punch

Use: 2 Grit, 1 Bonus Action; You can make a contested Sleight of Hand check against a creature’s Insight check; If you succeed, you get advantage on your next attack. You can choose to use it for any attack with your extra attacks.

Extended Attack

Use: 2 Grit; When you attack a creature, you can extend the range by 10 feet. This is comparable to a lunge with your weapon or fist, then backing away.

Chokeslam

Use: 3 Grit, 1 Action; You make a grapple check against a creature with a +1 to your grapple check modifier. If you succeed, you can use your bonus action to slam them into the ground, making them fall prone and take 1d8 plus your Strength Modifier bludgeoning damage.


 
Tidal Wave - 6000 AXP

TIER TWO FEATURE: Tidal Wave

    • AXP: 6000
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

You may now use your Turn the Tide ability once per combat.


 
Brawler: Unassuming - 6200 AXP

TIER TWO FEATURE: Brawler: Unassuming

    • AXP: 6200
    • Grants Access To: None

You have learned how to hold yourself in a way that makes you unassuming of your strength and ability. If a creature has not yet seen you make a feat of strength or dexterity, your first attack against them has advantage. The creature must have an Intelligence of at least 5 for this to apply. In addition, you gain the following abilities:

Urban Survival

You gain a +4 bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment.

Improvised Weapons

You gain proficiency in Improvised Weapons, and they deal 1d8 + STR bludgeoning damage.

Street Cred

Your Reputation score is increased by +3. Additionally, you may add your Reputation modifier to Charisma skill checks in your home environment (urban, forest, desert, plains etc.), or in situations involving others of your chosen allegiance(s).


 

 
Tier Three
Ability Score Increase - 4200 AXP

TIER THREE FEATURE: Ability Score Increase

    • AXP: 4200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Battle Hardened Endurance - 5600 AXP

TIER THREE FEATURE: Battle Hardened Endurance

    • AXP: 5600
    • Pre-Requisites: None
    • Grants Access To: None

When you make a Constitution saving throw and the result is less than your Constitution score, you can use that score in place of the total. You may do this a number of times equal to your proficiency bonus. You regain expanded uses of this feature when you complete a long rest.


 
Bloodied Recovery - 5600 AXP

TIER THREE FEATURE: Bloodied Recovery

    • AXP: 5600
    • Pre-Requisites: Constitution ability score of at least 14 or access granted by selecting Bruiser as base class
    • Grants Access To: None

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 - 8200 AXP

TIER THREE FEATURE: Brutal Critical

    • AXP: 8200
    • Pre-Requisites: None
    • Grants Access To: None

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 5th tier and three additional dice at 7th tier.


 
Dirty Fighting: Cheap Tricks - 8400 AXP

TIER THREE FEATURE: Dirty Fighting: Cheap Tricks

You learn a powerful technique that only the best of the best street fighters know. You can choose one of these skills now, and another at 5th, 7th, and 10th tiers. You can only use these skills once per long rest.

The (Last Name Here) Family Technique

As an action, you can spend 8 Grit Points to make an extremely forced bluff. This forces any creatures choosing to contest your Intimidation or Deception (your choice) with an Insight check. If none of them succeed, you can proceed to both frighten non-allied creatures and make a Dash action in the opposite direction for double the distance your movement would normally take you.

Go for the Killing Blow..!

As part of an Attack action, you can spend 12 Grit Points to force the enemy into making a Dexterity saving throw. If it fails, and the creature has less than 50 hit points, it dies automatically. If it has more than that, then the creature takes Pd10 damage, P being equal to your proficiency bonus. If it succeeds the Dexterity save, then you only deal a normal amount of damage for an attack.

Caltrop-Bomb Combination

You can use 10 Grit Points and your Action and Bonus Action to put a load of Caltrops into a bag of Gunpowder, or vice versa, and shake it up really well. Your next turn, you can throw the bomb as a Bonus Action, forcing any creature within a 10 ft radius of where it lands to make a Dexterity Saving Throw, taking 6d6 Fire damage and 2d8 Piercing damage on a failed save and half as much on a success. This also causes caltrops to litter the space where it was detonated, causing creatures to walk in the space to make a DC 13 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature gains at least 1 hit point, it also has it’s walking speed reduced by 10 feet.

Farewell, my friends…

As a reaction, you can feign your death when hit by an attack for 8 Grit Points. You can say something dramatic, to inspire your comrades, or say nothing and die bitterless. Regardless, when you do this, any friendly creature gains 15 Temporary HP and a +1 to attack and damage rolls, raging at your death. The buff will last as long as you pretend to stay dead on the ground, immediately disappearing when you make even a hint that you’re alive.

DM's Note: In order to preserve the tension of the situation, you will not announce this action, instead you will whisper this action to me the turn before you intend to use it. Additionally, I may reduce the benefit of this action if some of the other party members start catching on.

I’m actually over here!

As an action, and spending 10 Grit Points, you seemingly teleport around a creature, and suddenly hit it extremely hard in the back. You make a normal attack roll, adding +5 to the attack and damage rolls. A modified roll that goes above 20 is a critical hit. If you roll a critical hit, you can add an extra damage dice. This buff goes for all of your attacks that action, however not for offhand attacks.

Serious Attack

As an action, and spending any remaining Grit Points you have left, you can perform a Serious Attack. You target a creature with a seemingly normal attack, and only after it’s too late can they see the rage in your eyes. You deal xd4 Bludgeoning damage, x being how many Grit Points you spent on the attack. Whether you hit or miss, after you use this, you are completely immobilized: You fall in a state similar to being unconscious, but you can still see, hear, and think. You also gain 4 levels of exhaustion. You are only able to move again after a short rest.

Dirty Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this feature. These are added to the list of Dirty Fighting Techniques you can use provided you have the neccisary grit points.

Pocket Sand!

Use: 2 Grit, 1 Action; You pick up some loose elements from the ground; Dirt, Sand, or something akin to them. You then toss it in the face of an adjacent creature. They must succeed a Dexterity Saving Throw, or else be blinded until their next turn.

Low Blow

Use: 4 Grit, 1 Action; This functions the same as Pocket Sand!, except you can also make an attack action against the creature. Since they’re blind, you have advantage on the attack.

Cuss Out

Use: 3 Grit, 1 Action; You know words that would make your mother sick, and can use these to inflict damage on folks. You can forgo an attack to instead unleash a string of insults your opponent. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 3d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Strong-Arm

Use: 5 Grit, 1 Action; You’ve been working on your throwing game. As an action, Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. You hurl the object in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Hefty Lifter

Use: 4 Grit, 1 Bonus Action; You’ve been lifting, and are confident in your muscles to pave your path. You can use your Grit to make you able to Push, Pull, and Lift objects one size larger than your normally can, and give yourself advantage on Strength Saving Throws for one minute.

Speed Demon

Use: 5 Grit, 1 Bonus Action; You are a slick person, both in looks and in agility. You can, as a bonus action, use your Grit to double your movement speed and have advantage on Dexterity Saving Throws for one minute.

Hearty Guy

Use: 4 Grit, 1 Bonus Action; You know for a fact you’re the toughest guy you know. You can, as a bonus action, use your Grit to become tough and beefy, which grants you a +2 to your AC and gives you advantage on Constitution Saving Throws for one minute.

Crushing Blow

Use: 4 Grit, 1 Action; You know how to ultimately crush things with either your fists or weapon of choice. You can choose to declare your attack a Crushing Blow before your attack and take a minus 10 to your attack roll. In exchange, you deal a critical hit, and can multiply the amount of dice you’d roll for a critical hit by 2.


 
Rage: Frenzy - 8400 AXP

TIER THREE FEATURE: Rage: Frenzy

    • AXP: 8400
    • Pre-Requisites: Rage
    • Grants Access To: None

You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.


 
Rip and Tear - 8200 AXP

TIER THREE FEATURE: Rip and Tear

    • AXP: 8200
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: None

All forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target posses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded down. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.


 
Smart Hulk - 10400 AXP

TIER THREE FEATURE: Smart Hulk

    • AXP: 10400
    • Pre-Requisites: Selected Bruiser as base class
    • Grants Access To: The Smart Hero, Dedicated Hero, or Charismatic Hero general class features.

Sometimes the simple way of looking at things is the most intelligent. Your unique view of life has allowed you to break through into the realm of the intellectual. You may take either Smart Hero, Dedicated Hero, or Charismatic Hero general class as an additional base class. You gain all base class features and abilities when you take this feature. Additionally, this new class counts as a second base class in matters of prerequisites and multiclassing AXP costs.


 
Mountain: Thunderous Blows - 8400 AXP

TIER THREE FEATURE: Mountain: Thunderous Blows

    • AXP: 8400
    • Pre-Requisites: Strength ability score of at least 18 or access granted by Mountain
    • Grants Access To: None

Your size instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

In addition, All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.


 

 
Tier Four
Under Construction - Estimated Count: 6  
 
Tier Five
Under Construction - Estimated Count: 6
Ability Score Increase - 10200 AXP

TIER FIVE FEATURE: Ability Score Increase

    • AXP: 10200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Six
Under Construction - Estimated Count: 5  
 
Tier Seven
Under Construction - Estimated Count: 5
Ability Score Increase - 17600 AXP

TIER SEVEN FEATURE: Ability Score Increase

    • AXP: 17600
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Eight
Under Construction - Estimated Count: 4  
 
Tier Nine
Under Construction - Estimated Count: 4
Ability Score Increase - 25400 AXP

TIER NINE FEATURE: Ability Score Increase

    • AXP: 25400
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Ten
Under Construction - Estimated Count: 2  
 

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