Base Class: Fighter
Brutes focus on singular large swings of massive weapons to decimate their foes and crush through defences.
Crushing Attack
Beginning when you choose this archetype at 3rd level, On your first Weapon attack with a heavy weapon it may gain double proficiency to hit and damage, you cannot make multiple attacks as part of the same action when using this feature.
Cleave
Starting at 7th level, when you make an attack roll with a heavy melee weapon you can instead make attack rolls against all creatures within range of your weapon, You cannot make multiple attacks as part of the same action when using this feature.
In addition, once per short rest, after using this feature, until the start of your next round if a creature hit by your cleave triggers an attack of opportunity from you, you may use your reaction to cleave again.
Powerful Muscles
At 10th level you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You may treat all weapons as heavy weapons along side their regular classification and use strength for all weapons, whenever you take the attack action and hit a target, instead of preforming your remaining extra attacks, add the damage and dice you would have dealt with them to this attack instead.
Menacing Wounds
At 15th level, after you hit a target with a melee heavy weapon they must make a wisdom saving throw equal to half the damage they took rounded down or become frightened of you until the start of your next round.
In addition they take an extra effect based off of the damage type of the weapon you harmed them with:
Bludgeoning - They take an additional 1d12 additional damage and can only move half their maximum movement until the start of your next round.
Slashing - They take 1d6 additional damage, at the start of their turn must make a constitution saving throw equal to half the damage they took rounded down or take another 1d6 damage whenever they willingly move, this damage cannot be mitigated in any way. they remake the save at the start of each of their turn and the effect ends when they pass the save, this effect can be applied multiple times to the same creature but the lowest save is the one they must make the end the effect.
Piercing - Must make a Strength saving throw equal to half the damage they took rounded down or become impaled on your weapon, grappling them, they remake the save at the end of each of their turns and the effect ends when they pass the save.
Extreme Might
At 18th level, you have become the epitome of physical might, You treat heavy weapons as light Weapons for the purposes of dual wielding. when you deal damage to a creature you may choose to half the damage dealt to them and knock them back a number of feet equal to your strength modifier plus the amount of damage they would have taken before any damage mitigation or reduction, If they hit a wall they take 2d12 bludgeoning damage and if they hit a creature both the target and the creature take 1d12 bludgeoning damage. they must then make a strength saving throw equal to half the total damage they took rounded down or be knocked prone.
Previous Versions
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11/23/2020 11:44:15 AM
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