My intent for the brute was that instead of just getting extra dice damage, the player will have to isolate and cc adjacent enemies through grappling and working together with your team to gain a damage dice on your attack actions that increases in potency the more enemies you have cc'd or outnumbered.
Right now my Design fears and red flags are:
That the 3rd level feature may be too front loaded.
The 7th level feature is too complicated. (I think this really is too complicated, but i am mainly looking for ways to simplify it)
Tell me what you guys think! I look forward to your input!
Upon selecting this specialization at level 3 you gain the Brute's overpowering combat style.
When you hit a creature with melee weapon you are proficient with and score a critical hit or roll the highest number on your weapon die, you may attempted to knock the creature prone. The creature must make a contested stength(Athletics) check against your own. If you succeed the creature is knocked prone.
When you use an Attack action to successfully grapple a target, you may use your bonus action to make a melee attack. Furthermore when you succesfully shove a grappled creature prone you may hold them down using your foot for the purpose of freeing up your off hand.
Creatures grappled by you have disadvantage on attack actions against you.
Brutal Tactics
At 7th level you master the art of oppressing and bullying your opponents in battle.
When you and your allies outnubmer an adjacent isolated enemy by 1, and or gain advantage in some way, you gain a stack of bonus damage dice to any of your attack actions for that turn. Enemies that are grappled, restrained, feared or incapacited do not count against you when trying to isolate an opponent. An isolated enemy who is restrained or incapacited counts as 2 stacks instead of 1.
The bonus damage die does not take into affect until your next attack action.
The damage bonus per level is based on the Brute damage bonus table below. Your Bonus damage dice increases again at fighter level 15
Fighter Level 7
Stacks
Damage
1
1d4
2
1d6
3
1d8
4
1d10 + 1 AC
Fighter level 15
Stacks
Damage
1
1d6
2
1d8
3
1d10
4
1d12 +1 AC
Tyranny:
At fighter level 10 you gain the use of 3 abilties listed below. You gain one use of each. You gain another use of your choosen abilitiy when you attack a creature with advantage and hit with both dice. You may only gain one use per turn.
Opression
On your turn when attacking a prone enemy and maintain advantage you may use your reaction to make one melee attack that you are proficient with to attack a prone Enemy. on a succesfull hit the creature is also incapacitated until the end of your next turn.
Overpower
As a reaction when you are hit with a melee attack, but before you see the result Make a contest strength (ahtletics) check, if successful you may use your reaction to reduce the damage of the attack, by your (str + fighter level). With a bonus action you may retaliate with a melee attack. If you have at least 3 levels of Brutal Tactics, you attack without the need for a bonus action.
Oblige
if you have at least 2 levels of Brutal Tactics, and must make a saving throw, you may add your current Brutal Tactics Dice stack to your saving throw.
15th level subclass feature
Ability Specialization
Of the abilities listed at level 10, you may choose one of your tyrant abilities to specialize in from the list below. these abilities have the same amount of uses and refresh rate as stated in the abilities. You may respeciailize only once per day.
Guillotine -
Replaces Opression
If you still have advantage, you can use your reaction to make one Melee attack against a prone creature. If your attack hits, you may attempted to paralyzed the creature until the end of your next turn by making a successful contested Strength(athletics) check.
Also If the damage reduces the target below 50 hp, you execute and kill the creature out right. This is also useable against flying creatures and creatures larger than you regardless if they are prone as long as you have advantage.
Juggernaught -
Replaces Juggernaut
You may use your reaction to smash through an enemies attack or spell. Make a contested Strength(athletics) check against the creature on a successfuly save, you gain (prof+str mod) to your AC. if you avoid the attack and are within range, you make a single melee attack against the attacking creature. if succseccfully hit they are knocked prone.
You must make this roll before seeing the result of the attack roll.
you may move forward up to 15 feet to make the attack. you do not need to make an attack to move 15 ft. if the enemy is at disadvantage, they are incapacited until the start of their next turn.
Terrorize
Replaces Oblige
As a Reaction you may attempt to frighten all isolated enemies within 20 ft. Isolated creatures must make a wisdom saving throw against your strength. on a failed save they are feared until the end of your next turn.
Hey guys!
I am currently working on my version of the Brute subclass. link below :
https://homebrewery.naturalcrit.com/share/Skko94svf
My intent for the brute was that instead of just getting extra dice damage, the player will have to isolate and cc adjacent enemies through grappling and working together with your team to gain a damage dice on your attack actions that increases in potency the more enemies you have cc'd or outnumbered.
Right now my Design fears and red flags are:
That the 3rd level feature may be too front loaded.
The 7th level feature is too complicated. (I think this really is too complicated, but i am mainly looking for ways to simplify it)
Tell me what you guys think! I look forward to your input!
I'm quite interested in grapplers, but the link appears dead.
Edit: My computer HATES non-https sites, so I'm having trouble seeing this website.
Brute Force
Upon selecting this specialization at level 3 you gain the Brute's overpowering combat style.
When you hit a creature with melee weapon you are proficient with and score a critical hit or roll the highest number on your weapon die, you may attempted to knock the creature prone. The creature must make a contested stength(Athletics) check against your own. If you succeed the creature is knocked prone.
When you use an Attack action to successfully grapple a target, you may use your bonus action to make a melee attack. Furthermore when you succesfully shove a grappled creature prone you may hold them down using your foot for the purpose of freeing up your off hand.
Creatures grappled by you have disadvantage on attack actions against you.
Brutal Tactics
At 7th level you master the art of oppressing and bullying your opponents in battle.
When you and your allies outnubmer an adjacent isolated enemy by 1, and or gain advantage in some way, you gain a stack of bonus damage dice to any of your attack actions for that turn. Enemies that are grappled, restrained, feared or incapacited do not count against you when trying to isolate an opponent. An isolated enemy who is restrained or incapacited counts as 2 stacks instead of 1.
The bonus damage die does not take into affect until your next attack action.
The damage bonus per level is based on the Brute damage bonus table below. Your Bonus damage dice increases again at fighter level 15
Fighter Level 7
Fighter level 15
Tyranny:
At fighter level 10 you gain the use of 3 abilties listed below. You gain one use of each. You gain another use of your choosen abilitiy when you attack a creature with advantage and hit with both dice. You may only gain one use per turn.
Opression
On your turn when attacking a prone enemy and maintain advantage you may use your reaction to make one melee attack that you are proficient with to attack a prone Enemy. on a succesfull hit the creature is also incapacitated until the end of your next turn.
Overpower
As a reaction when you are hit with a melee attack, but before you see the result Make a contest strength (ahtletics) check, if successful you may use your reaction to reduce the damage of the attack, by your (str + fighter level). With a bonus action you may retaliate with a melee attack. If you have at least 3 levels of Brutal Tactics, you attack without the need for a bonus action.
Oblige
if you have at least 2 levels of Brutal Tactics, and must make a saving throw, you may add your current Brutal Tactics Dice stack to your saving throw.
15th level subclass feature
Ability Specialization
Of the abilities listed at level 10, you may choose one of your tyrant abilities to specialize in from the list below. these abilities have the same amount of uses and refresh rate as stated in the abilities. You may respeciailize only once per day.
Guillotine -
Replaces Opression
If you still have advantage, you can use your reaction to make one Melee attack against a prone creature. If your attack hits, you may attempted to paralyzed the creature until the end of your next turn by making a successful contested Strength(athletics) check.
Also If the damage reduces the target below 50 hp, you execute and kill the creature out right. This is also useable against flying creatures and creatures larger than you regardless if they are prone as long as you have advantage.
Juggernaught -
Replaces Juggernaut
You may use your reaction to smash through an enemies attack or spell. Make a contested Strength(athletics) check against the creature on a successfuly save, you gain (prof+str mod) to your AC. if you avoid the attack and are within range, you make a single melee attack against the attacking creature. if succseccfully hit they are knocked prone.
You must make this roll before seeing the result of the attack roll.
you may move forward up to 15 feet to make the attack. you do not need to make an attack to move 15 ft. if the enemy is at disadvantage, they are incapacited until the start of their next turn.
Terrorize
Replaces Oblige
As a Reaction you may attempt to frighten all isolated enemies within 20 ft. Isolated creatures must make a wisdom saving throw against your strength. on a failed save they are feared until the end of your next turn.