Archetype - Brute

## Brute Force

The Brute represents Characters in fiction who rely on raw strength and recklessness to accomplish their goals. They appear in a range of fictional works, including the Conan the Barbarian, The Incredible Hulk and some iterations of Ganon from the Legend of Zelda series, as well as in famously strong Characters from ancient legends such as Heracles, Samson and Gilgamesh.

The Brute gains more Hit Points than the other Archetypes, as well as methods to endure more damage than others. They can leverage their endurance by behaving recklessly, exposing themselves to harm in order to land more powerful blows themselves. And when they land their attacks, it is often with a brutality and destructiveness which far outstrips others.

When they reach the higher level 12, Brutes are able to improve their abilities beyond the limits of what is typically possible, increasing them beyond +5.

*Recommended Ability Bonuses: High Strength, Good Dexterity and Endurance.*

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Brute.

### Skill

* You gain the Athletics Skill
	+ If you already have this Skill, you gain another Skill of your Choice.

### Weapon and Armor Training

* Trained in all Simple, Advanced Weapons and Complex Weapons.
* Trained in Light Armor, Medium Armor and Shields.

### Saving Throw Skills

* Skilled in Strength Saving Throws
* Skilled in Endurance Saving Throws

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 7 for each level of this Archetype you have.

### Stamina

* You gain a resource called Stamina Points, which you can spend in order to use powerful physical abilities, such as the Brute's Rage feature.
* When you gain this feature, you have two Stamina Points
* You regain all your Stamina Points when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum number of Stamina Points you have increases whenever you gain the Additional Stamina feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Rage

* As a Minor Action, you may spend Stamina Points to enter a Rage filled state.
* The duration of this state changes depending on how many Stamina points you spent when you entered it:
	+ One Stamina Point: The state lasts until the Start of your Next Turn.
	+ Two Stamina Points: The state lasts for up to one Minute.
	+ Three Stamina Points: The state lasts for up to ten Minutes.
* This state ends early if you are Incapacitated or you choose to end it (no action required).
* During this time you gain the following benefits:
	+ You have Resistance to Physical Forms of Damage (Slashing, Piercing and Bludgeoning).
		- You lose this benefit while you are wearing Difficult or Heavy Armor.
	+ Attacks which use Strength for their Attack Bonus deal Additional Damage equal to your Martial Die.
* While your Rage is in effect, you cannot maintain Concentration on Spells or other Effects which require Concentration.

### Tough Skinned

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined as follows:
	+ Armor Class = 8 + Dexterity Bonus + Endurance Bonus
* You may add the AC bonus of a Shield to this Armor Class as well as Armor Class bonuses granted by magical effects, such as Armor, +1.

### Martial Die

* At Level 1 your Martial Die is a d4.
* This die represents your Character's ability to push themselves past their normal limits to achieve their goals.
* At levels 5, 9, 13 and 17 of Brute, the Improved Martial Die feature increases the die size to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Martial Die feature from another source (such as the Hero or Warrior Archetypes), increase the Martial Die by one size category, up to a maximum die size of 12.

### Brute's Save DC

* Some features of the Brute Archetype (such as the Brute's Intimidating Presence) require a Character make a Saving Throw to resist it's effects. The Brute uses their impressive Endurance to their advantage, consequently the Saving Throw DC is given by:
	+ Brute Save DC = 8 + Skill Bonus + Endurance Bonus

## Level 2

### Reckless

* Whenever you make a Melee Weapon Attack or Unarmed Strike, you can decide to do so Recklessly to grant the Attack Advantage.
* When you use this feature, all Attack Rolls against you have Advantage until the Start of your next Turn.

### Instincts

* You rely upon your Instincts, which develop further as you gain additional levels in this Archetype.
* You gain two Instincts of your choice. Instincts are presented at the end of this Archetype.
* When you gain levels in this Archetype, you will gain additional Instincts of your choice, as shown in the Instincts Known column of the Brute Archetype Features Table.
* A level prerequisite for an Instinct refers to your Level in this Archetype, and some Instincts have other prerequisites.
* When you gain a level in this Archetype, you can choose any number of Instincts you know and replace them with other Instincts which you could learn at that Level.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Combat Mastery Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Additional Stamina

* Your Stamina Point maximum increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 5

### Improved Martial Die

* Your Martial Die increases from a d4 to a d6.

### Improved Attack

* When you take the Attack Action, you may make up to two separate attacks during your Turn.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your Stamina Point maximum increases by one.

### Intimidating Presence

* As an Action, or instead of an Attack you make on your Turn, you may expend one Stamina Point to attempt to Frighten any Characters of your choice within 10ft of you who can see or hear you.
* The chosen Characters must each make an Focus Saving Throw against your Brute Save DC.
* If they Fail this Saving Throw, they are Frightened of you for 1 Minute. A Character may repeat this Saving Throw at the end of each of their Turns.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

## Level 7

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your Stamina Point maximum increases by one.

### Brutal Critical

* Once per Turn, before you make a Melee Weapon Attack against a Target, you may spend one Stamina Point to increase it's lethality.
* If the Attack is a Hit, it is Automatically considered a Critical Hit.
	+ If the Attack would have resulted in a Critical Hit without the use of this feature, you regain this expended Stamina point.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 9

### Improved Martial Die

* Your Martial Die increases from a d6 to a d8.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your maximum number of Stamina Points increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 11

### Endure the Elements

* You gain Resistance to Elemental Damage types while your Rage is in effect.
	+ Elemental Damage types include Acid, Cold, Fire, Lightning, Poison and Thunder.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your maximum number of Stamina Points increases by one.

## Level 12

### Legendary Abilities

* From Level 12 onwards, Major Improvements you gain from this Archetype may increase Ability Bonuses above 5

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

## Level 13

### Improved Martial Die

* Your Martial Die increases from a d8 to a d10.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your Stamina Point maximum increases by one.

## Level 14

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

## Level 15

### Improved Intimidating Presence

* When you use the Intimidating Presence feature, you may expend an additional Stamina Point to increase the range of it's effect to 30ft.
* When you successfully Frighten a Character with your Intimidating Presence, they must immediately use their Reaction (if available) to move up to their Movement Speed away from you. This Movement provokes Attacks of Opportunity, but Characters otherwise will not willingly move into dangerous hazards.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your Stamina Point maximum increases by one.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

## Level 17

### Improved Martial Die

* Your Martial Die increases from a d10 to a d12.

### Additional Instinct and Stamina

* You learn an additional Instinct
* Your Stamina Point maximum increases by one.

## Level 18

### Fatality

* When you Hit a Character with an Attack which is a Critical Hit, you may attempt to Kill them instantly.
* The Character must make an Endurance Saving Throw against your Brute Save DC. If they Fail, they Die.
	+ If after the Damage of the Triggering Attack the Character is 100 or more Damage away from their Damage Limit, they Automatically Succeed on this Saving Throw.
	+ You may not use both this effect and the effects of a Critical Enhancement as part of the same Attack.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Unbreakable

* While you are in a Rage you have Resistance to all forms of Damage.

## Level 20

### Chain Criticals

* When an Attack you make against a Character is a Critical Hit, all further Attacks you make against that Character before the Start of your Next Turn are considered a Critical Hit on a Successful Hit.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Instincts

Instincts the Brute may learn are presented in order of their Level Prerequisites. Some Instincts include other pre-requisites also. We provide a brief summary of the options available in the Instincts Summary Table, and a full description following that.

### No Level Prerequisite

#### Martial Training

* You gain one Basic Martial Feat from the Basic Martial Feats section.
	+ You may change your choice of Feat when you Level Up.

#### Overdraw

* You may use your Strength Bonus on Attacks with Ranged Weapons which lack the Loading Property

#### Survivor

* You gain the Survival Skill.
	+ If you already have the Survival Skill, you gain another Skill of your Choice.
* While you are in a Rage you have Advantage on all Skill Checks and Saving Throws which use Focus.

#### Powerful Personality

* You gain the Social Skill.
	+ If you already have the Social Skill, you gain another Skill of your Choice.
* While you are in a Rage you have Advantage on all Skill Checks and Saving Throws which use Charisma.

#### Athletic

* You are considered one size category larger than your current size category for the purposes of determining your ability to interact with objects and performing physical actions against other Characters (e.g. Grappling, Shoving, using Weapon Techniques)
* If you are a Small sized Character, you may wield Heavy Weapons without having Disadvantage on your Attack Rolls.
* While you are in a Rage you have Advantage on all Skill Checks and Saving Throws which use Strength or Endurance

#### Danger Sense

* While you are not Incapacitated you have Advantage on Initiative Checks and you cannot be Surprised.

#### Agile

* Your Movement Speed is increased by 10ft.
* You gain a Climbing and Swimming Speed equal to your Movement Speed.
* While you are in a Rage you have Advantage on all Skill Checks and Saving Throws which use Dexterity

### Instincts Available from Level 5

#### Pounce

*Prerequisite: Level 5*

* Whenever you enter your Rage you may immediately move up to your Movement Speed.
* This Movement does not expend your Movement Speed or provoke Opportunity Attacks.

#### Fast Reflexes

*Prerequisite: Level 5, Agile*

* Your Movement Speed is increased by 10ft.
* You become Skilled in Dexterity Saving Throws.
	+ If you are already Skilled in Dexterity Saving Throws, you become Skilled in one Saving Throw of your choice.
* You may add the Additional Damage caused by the Rage feature to Attacks which use Dexterity for their Attack Bonus

#### Superior Survivor

*Prerequisite: Level 5, Survivor*

* You become Skilled in Focus Saving Throws.
	+ If you are already Skilled in Focus Saving Throws, you become Skilled in one other Saving Throw of your choice.
* You may add your Martial Die to any Survival Skill Checks.

#### Strong Will

*Prerequisite: Level 5, Powerful Personality*

* You become Skilled in Charisma Saving Throws.
	+ If you are already Skilled in Charisma Saving Throws, you become Skilled in one Saving Throw of your choice.
* You are Immune to the Charmed and Frightened Conditions.
* You may add your Martial Die to any Social Skill Checks

#### Superior Athlete

*Prerequisite: Level 5, Athletic*

* You may add your Martial Die to any Athletic Skill Checks
* If an effect would impose the Restrained Condition, you are instead only Grappled.

### Instincts Available from Level 9

#### Unfallen

*Prerequisite: Level 9*

* When Damage exceeds your Damage Limit, you may expend one Stamina Point to have your Damage Taken reduced to an amount equal to your Damage Limit.
* If an effect Knocks you Prone, you may expend one Stamina Point to instead remain standing.

#### Enduring Rage

*Prerequisite: Level 9*

* Your rage no longer ends early if you are Incapacitated.
* Additionally if you expend 4 Stamina Points when you enter a Rage it's duration lasts for up to one hour, or until you finish a Short Rest.

#### Critical Enhancement

*Prerequisite: Level 9*

* Choose two Critical Enhancement Options. Current options include Brutal, Push, Stagger, Knock Down, Knockout, Halt and Blind.
* When you Hit a Character with an Attack which is a Critical Hit, you may apply the effects of one Critical Enhancement to the Attack.
* You may choose the Critical Enhancement Instinct multiple times, choosing two additional Critical Enhancements each time you choose it.

##### Critical Enhancement: Brutal

* The Character takes Additional Damage equal to one roll of your Martial Die.

##### Critical Enhancement: Push

* The Character must make a Strength Saving Throw against your Brute Save DC or be Pushed up to 15ft away from you.

##### Critical Enhancement: Stagger

* The Character has Disadvantage on Strength and Dexterity Saving Throws until the End of your Next Turn.

##### Critical Enhancement: Knock Down

* The Character must make a Strength Saving Throw against your Brute Save DC or be Knocked Prone.

##### Critical Enhancement: Knockout

* The Character must make an Endurance Saving Throw against your Brute Save DC or be Stunned and unable to Speak until the End of your Next Turn.
	+ A Character has Advantage on this Saving Throw if they are more than 100 Damage away from their Damage Limit, and Disadvantage if they are 50 or less Damage Away from their Damage Limit.

##### Critical Enhancement: Halt

* The Character must make a Dexterity Saving Throw against your Brute Save DC or have their Movement Speed reduced to Zero until the End of your Next Turn.

##### Critical Enhancement: Blind

* The Character must make an Focus Saving Throw against your Brute Save DC or be Blinded until the End of your Next Turn.

### Instincts Available from Level 15

#### Remarkable Regeneration

*Prerequisite: Level 15*

* When you take Damage, you may as a Reaction expend one Stamina Point to immediately reduce the total amount of Damage you have taken by an amount equal to two Rolls of your Martial Die plus your Endurance Bonus.

#### Constant Rage

*Prerequisite: Level 15, Enduring Rage*

* You may Concentrate on other effects while in a Rage. You have Disadvantage on Checks to maintain your Concentration such effects while in a Rage.
* Additionally if you expend 5 Stamina Points when you enter a Rage it's duration lasts for up to 8 hours, or until you finish a Short or Long Rest.

#### Heightened Senses

*Prerequisite: Level 15, Survivor*

* While you are not Deafened you have 15ft Blind Sight. You automatically detect hidden Characters, doors and other objects within this range.

#### Charming boast

*Prerequisite: Level 15, Powerful Personality*

* You may choose to impose the Charmed condition on all Characters who fail a Saving Throw against your Intimidating Presence instead of the Frightened Condition.

#### Giant Strength

*Prerequisite: Level 15, Athletic*

* You are considered two Size Categories larger than your actual Size Category for the purposes of interacting with objects or Characters.
* You cannot be Grappled by Characters who are the same Size Category as you or smaller.

#### Unstoppable

*Prerequisite: Level 15, Agile*

* Your Movement Speed increases by 10ft.
* You may move through spaces occupied by other Characters, whether they are hostile or not
* Your Movement never provokes Attacks of Opportunity.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode