You can use a Brutality 1+prof bonus times per short rest, each class has 2 brutalities.(this is only for core classes excluded Artificer and blood hunter. Also no cleric, I couldn’t think of anything)
BARB:
Devastation: while in rage, you can use a brutality point as an action to use this ability. You attack any creature in your movement range, in ding so you roll to hit with disadvantage, on hit you roll crit damage+the maximum damage you can do. Using this ends your turn and gives you a point of exhaustion on top of knocking you prone. On your next turn you may only take a movement action.
Rampage: when activating rage you may use a brutality point to use rampage. You have an unlimited number of attack actions at advantage. But you may only attack each creature once. The next creature you attack must be within 15ft of the previous creature. This effect ends when you have attacked every creature, or there is no unattached creatures within 15 feet of the previous, or you decide to end it.
Bard:
Flurry of slurs: as an action(or spell action if your dm uses them) you can use a brutality point to spray an enemy with insults. You cast vicious mockery 1d20+spell mod times. It uses a lvl 1 spell slot and makes your voice horse, you are muted and unable to speak or use verbal components for 1d8-con rounds.
Incitement: as a bonus action you sing a song of incitement. This makes everyone who hears it in a 90ft radius fro you make a spell save dc wisdom save. Or be enraged and attack the nearest creatureX for 1d4 rounds. This effects everyone including allies and yourself.
Druid:
Valley of thorns: as an action you create a giant area with a radius of 20 feet wherever you want in 200ft of you. Anyone inside this area must make a spell save dc strength check. Or be entangled, they are grappled and restrained. They take 1d12 damage for every round they are in this field while entangled.
Battle beast: as an action you call apron the animals to attack a creature until it is dead. Roll a d12 for the animal. 1:Ape 2: giant boar 3:Brown bear 4: lion 5: dire wolf 6: giant spider 7: giant scorpion 8: giant goat 9: owl bear 10: Rhinoceros 11: swarm of insects (beetles) 12: giant toad. The creature will then stay on the battlefield and attack everyone.
Fighter:
Master of combat: for your turn you can make an attack with every weapon, spell, ext. you have access to with advantage. This ends your turn. But1 weapon you use breaks.
“The Cage”: as a bonus action. The war gods create a barrier around you and 1 person of your choice. Until one of you is dead you are unable to do anything other than attack. No spells can go in or out of this barrier, including buffs. The cage dose not go away until you or your opponent dies.
Monk:
Fist of the dragon: as a bonus action you make 1 melee attack. Ending your turn after. This attack is at advantage. And you roll the damage as crit, and after you roll it normally and add it together. They get knocked back 1d6 times 5 feet. And if they hit a wall they take 1d6 for every 5 ft traveled. But you cannot punch again untill you make a dc 19-INT medicine check to fix your broken hand\
fists of furry:as a bonus action you use all of your ki points. For each used you roll 1d12 and that’s how many times you punch.
Paladin:
DEVINE ARBITRATION: as your turn you use your channel divinity and Devine sense points to boost your next attack. For each point used you add 1 damage dice(if your sword dose 1d8 it will do 2d8 or 7d8 ext). You gain 1 point of exhaustion for every 3 points used
Blood on hands pool: you can use your hp as if it was your lay on hands pool. Instead of healing it instead deals double the damage you take to who you touch.
Ranger
block the sun: as your turn, You shoot 1d20+dex arrows at as many people as you want until you’re out of arrows. Each arrow dose double damage but your bow string breaks
perfected peirce: as your turn you shoot 1 arrow. It dose crit damage and you have advantage. Depending on where you shoot you can give them a different condition(dm choice). But you cannot shoot again for 2 rounds
Rogue:
Silent but deadly: as a bonus action you see all of your enemy’s weak points warping behind them 1d6 times to slash those weak points with a dagger that turns into a dagger of venom each gaining sneak attack bonus. You get a point of exhaustion after and fall prone
world of shadows: as a reaction to being sneak attacked you become a shadow. the entire room gets filled with a magical darkness that lasts 1d8 rounds that cannot be seen through by true sight. In this darkness you may target 1 person every turn to make a dc 14+wis con save or take 1d6 damage and become petrified for 1d4 -1 rounds with a minimum of 1. But you are a shadow and cannot attack until the shadow form is over
Sorcerer wizard and warlock:
Spam cast: you can all of your spell slots at the same time
Mega spell: you use up all your spell slots and cast a spell from each of your spells lvl’s as he highest lvl they go(usually lvl 9)
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