Primary Ability | Strength and Constitution |
---|---|
Hit Point Die | 1d12 |
Saving Throw Proficiencies | Strength & Constitution |
Skill Proficiencies | Athletics & Intimidation |
Weapon Proficiencies | Simple & Martial |
Tool Proficiencies | |
Armor Training | All |
Starting Equipment |
Born from genetic cloning the Brutalist is more brawn than brain, often made for manual labour or as expendable soldiers
Level | Proficiency Bonus | Class Features | Tolerance |
---|---|---|---|
1 | +2 | Stims, Tough Skin | 2 |
2 | +2 | Hardwired | 2 |
3 | +2 | Subclass | 3 |
4 | +2 | Heavy lifter, ability score improvement | 3 |
5 | +3 | Extra Attack | 3 |
6 | +3 | Unyielding | 4 |
7 | +3 | Subclass Feature | 4 |
8 | +3 | Ability score improvement | 4 |
9 | +4 | Stubborn | 4 |
10 | +4 | I can take it | 4 |
11 | +4 | Subclass Feature, Extra attack | 4 |
12 | +4 | Ability score improvement | 5 |
13 | +5 | Stubborn Improvement | 5 |
14 | +5 | Double dose | 5 |
15 | +5 | Subclass Feature | 5 |
16 | +5 | Ability score improvement | 5 |
17 | +6 | Stubborn Improvement | 6 |
18 | +6 | Subclass Feature | 6 |
19 | +6 | Ability score improvement | 6 |
20 | +6 | Perfected form | 6 |
Stims
At level 1 you have the ability to take a variety of enhancing stims to improve your performance. you can take stims up to your tolerance, you can only have one stim active at one time, use stims as a bonus action
Tough Skin
At level 1 while you are not wearing any armour, your armour class equals 10 + your Dexterity modifier + your Constitution modifier
Hardwired
at level 2 you gain resistance to psionic damage and are immune to charm due to your brain being designed to follow your function
Heavy Lifter
At level 4 your densely knitted muscles give you the ability to lift up to your own body weight without lowering your speed
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class
Unyielding
At level 6 you gain the ability to become an immovable wall, you cannot be moved by effects of other creatures or disarmed by any ranged effect. you may choose to ignore this ability should you wish to be moved.
Stubborn
at level 9 you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
I can take it
At level 10 you may use your strength or constitution instead of another ability for a saving throw. You can use this ability a number of times equal to your proficiency bonus.
Double Dose
at level 14 you may have two stims active at one time
Perfected Form
At level 20 your strength and constitution increase by 4 each
You gain proficiency in unarmed combat
Stim: Blitz - you may make another attack action
Steel knuckles
at level 3 your unarmed strikes deal 1d6 plus your strength modifier
Queens penny rules
at level 7 if there is no other creatures within 5ft of you or your target you gain advantage on attack rolls
Float like a butterfly
at level 11 after you take the attack action you may immediately disengage
Sting like a Bee
At level 15 once you have made a creature bloodied each of your unarmed strikes cause your enemy to make a constitution saving throw DC equal to the damage dealt, on a failed save the creature becomes unconscious
C-C-C-Combo
At Level 18 each consecutive strike on an enemy deals +1 damage this effect stacks until you miss an attack or hit a different enemy
You gain expertise in athletics
Stim: Iron grip - When you make your next attack of opportunity reduce the creatures speed to 0
Manual Handling
At level 3 you may use your bonus action to grapple an enemy
Industrial tools
At level 7 you can hold 2 handed weapons in one hand
Heavy Blows
At level 11 once per turn you may have an unarmed attack reduce a creatures speed by 10ft
Cannon Fodder