Base Class: Fighter
Crushing enemies with their awesome might, showcasing incredible strength, pushing the body to its limits, brutes are simple but effective. The word "brute" evokes an image of a stupid but strong warrior. This description can be completely accurate or hugely off the mark. A brute is someone who, through physical training or otherwise, strives to achieve physical perfection. Savage wild men and ambitious nobles can be unified by this goal and put under this label.
Powerful Frame
Strenuous training has given you the ability to perform exceptional feats of strength. When you choose this archetype at 3rd level, you gain proficiency in athletics. If you already have proficiency, you gain expertise in the skill. Additionally, you may choose one area of specialization for your training.
Feel no Pain
Pain is a temporary impediment to your goals that must be ignored. You’ve subjected yourself to torturous training so that you may withstand an absurd amount of punishment.Once per long rest, you can choose to stay conscious after being reduced to or below 0 hit points. You are treated as concentrating on remaining able to act, you can’t concentrate on spells in this state. You are still required to make death saving throws at the start of each turn. Whenever you take damage in this condition you must make a Constitution saving throw to stave off the end. The DC equals 10 or half the damage you take, whichever is higher. failing the throw brings you closer to the precipice, resulting in a death saving throw failure. Every time you successfully make one of these checks the DC on future checks (until your next long rest) is increased by 2. While in this state you cannot be stabilized, even with three successes on death saves. You may choose to surrender to unconsciousness at any time, dropping concentration on maintaining your awareness. Any healing received will automatically end this condition.
Fleet of Foot
You’ve spent years honing your leg muscles so that you are unmatched in both speed and endurance. You gain an additional 10 feet of movement each round. If you take the Dash action opportunity attacks on you have disadvantage. You are able to travel at fast speed for up to 12 hours a day without incurring any penalties (including exhaustion).
Grip of Iron
Your hands have become prisons from which no foe can escape.You may move at full speed while grappling an enemy. If a creature fails to escape your grapple they take (your Strength modifier + your proficiency bonus) bludgeoning damage.
Beyond Nature
By 7th level, your physical abilities have exceeded traditional limits in your area of specialization. You gain one of the following features of your choice.
Boundless Stamina
Sprinting in short bursts is second nature to you and may be seamlessly integrated into your attacks. Once per turn, whenever you take the Dash action, you may also take the Attack action as a free action once you stop moving. You cannot otherwise use the Attack action on a turn where you benefit from this trait.
Defensive Equipment
At your level of bulk, armor and shields fitted to your size feel as light as a feather.You can maneuver completely unhindered by your equipment. You gain a +1 bonus to AC if you are wearing heavy armor. If you have a shield, you gain a +2 bonus to AC when defending against ranged attacks that you can see.
Great Armaments
In the face of your overwhelming power, conventional limits on weapon usage have become inconsequential.You are able to ignore the two-handed and heavy traits on weapons. In addition, all weapons are treated as light in your powerful grip.
Build your Legend
Starting at 10th level your abilities have reached the point where you are able to perform, with tremendous difficulty, unimaginable feats of strength. Once per long rest, you may decide to double your modifier on your next Strength (Athletics) check.
Brutish Durability
Beginning at 15th level, your toughness allows you to shrug off assaults that would devastate others.
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Final Push
When you reach 18th level, your resolve is such that injuries to your person strengthen rather than debilitate you.
When you hit an enemy with a melee weapon attack you gain a bonus to the damage roll that increases as you lose health. The progression of this bonus can be seen in the table below.
Health Total Damage Bonus
75% of maximum +2
50% of maximum +4
25% of maximum +6
0% of maximum +8
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Posted Sep 6, 2019After a bit of playtesting I made some minor changes mostly to help some features mesh with the rules better.
Feel no Pain: Unsurprisingly, the most major changes came to the most complex feature here. My original concept for Feel no Pain was to turn your fighter into a juggernaut that pushed themselves to the brink of death to slay their foes (think Hero Killer Stain from MHA). Sadly, the original feature had no real risk to it. It was merely an extension of your health rather than a last stand. The addition of death saving throws allows for the nice flavor of dying standing up. Though it does increase PC mortality if used recklessly. My biggest qualm is that it's very wordy and I doubt I've solved all of the rules quandaries that such a feature brings up.
Boundless Stamina: While this one matches up with what I wanted flavor-wise the original version had some major balance issues. The wording was ambiguous as to whether bonus action dashes from features such as cunning action would trigger the effect. Two attack actions every turn is busted beyond belief, so I've done my best to close the door to such shenanigans. Though, in doing so, I feel I've diverged a bit from the style of RAW features. If any of you 5E rules gurus were to come up with a different wording that keeps the feature concise while banning tomfoolery it would be greatly appreciated. Even when such interpretations are voided the feature is still problematic balance-wise. Especially when considering its interactions with the charger feat. If my playtesting or you guys' feedback affirms it to still be unbalanced in this state, I may try reworking it to be a one-time thing per long or short rest.
Great Armaments: The original wording of the feature made it so that one could strangely dual wield greatswords but not longswords. Along with that it was awkward to say heavy weapons were now "light for the purposes of dual wielding" when that was the only function of the light weapon trait.
Final Push: Since my table didn't copy and paste correctly, I just messed with the spacing to make the headings a bit clearer.