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This Battle Pose is always active, consuming 1 use of your Poses.
This Battle Pose is always active, consuming 1 use of your Poses.


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===Serve and Dunk===
===Saque e Enterrada===
''Prerequisites: Fighter and Strength 17 or greater''
''Pré-requisitos: Lutador e Força 17 ou maior''
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Edição das 15h15min de 18 de fevereiro de 2023

This Article is in accordance with the version 0.93 of Runarcana RPG

Sigh. The taste of iron from blood in the mouth. Sigh. The cold air flowing through the open wound of the chest. A bit more blood goes down the dry throat. The eyes open and the view got blurred. Sigh. The pain crosses the body like lightning making everything ahead vanish. A last sigh. As if the heart was a stampede, the blood starts pumping through the body in an unruled manner, the red eternity appearing once again in the horizon and a time of self nullity followed by the aftermath the stampede has brought along.

The eyes open. Sigh, Everything around is different, the white vastness of Freljord is died by dozens of feet deepcrimson. At his feet, traces of what once was a follower of Volibear, neither human nor beast, but something in between both worlds. A broken sword an a dull axe in hands. An interesting battle, he thought.

He turned around to see what layed around him and saw not just one, nor ten, but at leat thirty bodies of the followers with their inwards splattered all around, a track of destruction surrounded by fire and ashes. He traced his steps back until he finally reached a village. He remembered he was drinking with the village chief when the misshapen cretures appeared, it was night. He looked at the sky and saw the Sun in the middle, it seem he had battled his way onto dawn. His steps took him ahead of the first tent and hjis knees finally gave out.

His body fell to the grown and when the child came running towards him with a smile on the face, he knew he did a good job. Siggh. Sleep. Olaf would be proud of his nephew.. Sigh... for at least two days.

Owner of a supernatural strength and rare resilience, the brute is, like all dwellers of Runeterra, an existence touched by magic, but a much more primitive and crude magic, something unrefined tha acts directly withing their body.

The brute exists through all of Runeterra and is defined by his dury, which is the channelinh of his anima, an inner strength that takes over and directs him like a dforce of nature, throufh ferocity, speed, strength, resilience and a capability to overcome hurdle.

Be it in Noxus, where strength is valued, or in Freljord, where the connection with the anima seems easier, the bruto is always a visibly strong being, that normally doesn't wear armor but still acts as the frontline in battles, responsible for smashing skulls of enemies and changing the course of wars.

Anima

The anima is an inner force present in every living being, an aspect closer to that of an animal and which is attainable through various forms, but all of which involve the conscious mind being put to rest for that primal urge to surface, an urge that It is driven by pure instinct.

The brute is able to connect to his anima, be it a natural and unconscious movement in which the muscles act voluntarily or even an inner force that connects to the animals, assuming psychological traits similar to theirs.

The Rage is the crowning achievement of the anima, it is the manifestation of this second consciousness that can be slowly honed and polished, and can direct a warrior's hidden potentials.

The Brutal Nature

Like a primitive aspect of one's own being, anima and fury are easily connected to great natural manifestations, such as the endless ice in the Freljord, or even the lava of volcanoes, not limited to that, but also connecting to hurricanes and tidal waves, as well as earthquakes.

Perhaps for that reason there are more brutes in Freljord than in the rest of Runeterra, but perhaps the reason for this is that these elements, in their inhospitable forms, end up molding and selecting the strongest, making them exceed their limits, they manage to extract this strength from themselves, since when nature goes into a rage, they have no one but themselves to turn to.

Creating a Brute

What is the sound of an erupting volcano when no one is there to hear it? It's the same sound a Brute's heart makes to his ears, once he understands the principle of his strength. A sound that can be a pleasant melody, and even a such an intense and annoying hum that you have no option but to express the fury of this eruption of your spirit. Through Rage, you cause this sound to manifest in the land and no sane living thing would want to face such an eruption.

For what reason did you follow the path of the Brute? Has your life been full of obstacles that had to be overcome by force? Did you have no choice but to become the toughest guy around? Did you admire someone who demonstrates pure and simple strength? Are your muscles your most trusted friend in the entire world? In each region you may have become a Brute for different reasons.

Quick Build

You can build a Brute quickly by following these suggestions. First, put your highest ability score on Strength, followed by Constitution. Second, choose the Outsider Past.

The Brute
Level Rage Rage Damage Characteristics
1st 2 1d4 Anima, Rage, Armorless Defense
2nd 2 1d4 Reckless Attack, Danger Sense
3rd 3 1d4 Battle Poses
4th 3 1d6 Enhancement
5th 3 1d6 Extra Attack, Brutal Critical (1 scale)
6th 4 1d6 Anima Characteristic
7th 4 1d6 Savage Instinct
8th 4 1d8 Battle Pose, Enhancement
9th 4 1d8 Brutal Critical (2 scale)
10th 4 1d8 Anima Characteristic
11th 4 1d8 Ruthless Fury
12th 5 1d10 Battle Pose, Enhancement
13th 5 1d10 Brutal Critical (3 scale)
14th 5 1d10 Anima Characteristic
15th 5 1d10 Battle Pose, Lasting Rage
16th 5 2d6 Enhancement
17th 6 2d6 Battle Pose, Brutal Critical (4 scale)
18th 6 2d6 Anima Characteristic, Indomitable Force
19th 6 2d6 Enhancement
20th Unlimited 3d6 Anima Characteristic

Class Features

As a Brute, you gain the following Class Features.

Hit Points

Hit Dice: 1d12 per Brute level

Hit Points at 1st level: 12 + your Constitution modifier

Hit Ponts at Higher Levels: 1d12 (or 7) + your Constitution modifier per Brute level beyond 1st

Proficiencies

Armor: Light medium armors, light and heavy shields

Weapons: Simple and martial weapons

Crafts: None

Saving Throws: Strength and Constitution

Skills: Choose two between Athletics, Intimidation, Animal Handling, Nature, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your Past:

  • (a) a great axe or (b) one melee martial weapon
  • (a) two handaxes or (b) one simple weapon
  • an Adventurer’s pack and four javelins

Anima

At 1st level, you choose a path that shapes the nature of your rage. Choose between the Berserker’s Anima, the Runic Scars’ Anima or the Brawler’s Anima, all detailed at the end of the class description. Your choice will grant you characteristics at the 1st level and again at the 6th, 10th, 14th, 18th and 20th levels.

Rage

In battle, you fight with primitive ferocity. On your turn, you can go into rage with a bonus action.

While in rage, you receive the following benefits if you are not wearing heavy armor:

  • You have an advantage in Strength saving throws
  • When you strike with a melee weapon using Strength, you receive a bonus on damage rolls that increase as you acquire Brute levels, as shown in the Fury Damage column in the table The Brute.
  • You have resistance to simple physical damage.
  • If you can cast spells, you will not be able to cast them or focus on them while in rage.

Your rage lasts for 1 minute. It ends prematurely if you fall unconscious or if your turn ends and you have not attacked any hostile creatures since your last turn or have suffered damage in this time. You can also end your fury on your turn with a bonus action.

After you have used the number of furies shown for your Brute level in the Fury column of the Brute table, you will need to finish a long rest before you can go into rage again.

Unarmored Defense

When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and continue to gain this benefit.

Reckless Attack

Starting at 2nd level, you can give up all concerns for your defense to attack with ferocious desperation. When you make your first attack of the turn, you can choose to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during your turn, however, attack rolls made against you have advantage until the start of your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby are not as they should be, granting you an increased chance when avoiding danger. You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. When you reach level 11, if you are not wearing heavy armor, attacks against you no longer have advantage. To receive these benefits you must not be Blind, Deaf or Incapacitated.

Battle Poses

Upon reaching 3rd level, you manifest your essence through Battle Poses, inspired by the most diverse references of strength and power you have. Your muscles have been worked with a lot of love and dedication and for that they reward you. Choose one of the Battle Poses detailed at the end of this Class's description. You learn an additional Battle Pose when you reach levels 8, 12, 15, and 17. You can use a bonus action to use one of the chosen poses, unless the pose says otherwise. When you gain access to new Poses or upon reaching 20th level, you can also replace an already known Pose with another one.

Using a Pose requires a lot of energy and concentration, you can perform these Pose a number of times equal to your Constitution modifier (minimum of 1) per short or long rest. Some of your Poses require your target to make a saving throw to resist their effects. The saving throw's DC is calculated as follows:

Battle Pose DC = 8 + your proficiency bonus + your Strength modifier

Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.

Extra Attack

Starting at 5th level, you can attacl twice instead of once when using the Attack action during your turn.

Brutal Critic

Starting at 5th level, the damage of your critical melee weapon attacks increases by 1 on the damage scale, by 2 at 9th level, 3 at 13th level and 4 at 17th level.

Savage Instinct

At 7th level, your instincts are so keen that you gain advantage on initiative rolls. Additionally, if you are surprised at the start of combat and are not Incapacitated, you can act normally on your first turn, but only if you enter a Rage before doing anything else that turn.

Ruthless Rage

Starting at 11th level, your Rage can keep you fighting no matter how bad your wounds are. If you drop to 0 hit points while raging and don't die instantly, you can make a DC 10 Constitution saving throw. If you succeed, your hit points go up to 1. Each time you use this feature after the first, the DC increases by 5. As soon as you finish a short or long rest, the DC resets to 10.

Persistent Rage

Starting at 15th level, your Rage is so brutal that it only ends prematurely if you become Unconscious or choose to end it.

Indomitable Strength

Starting at 18th level, if your Strength check result is less than your Strength score, you can use that score in place of the check result.

Animas

The rage burns in the heart of every Brute, a flame that drives them to greatness. Different brutes, however, attribute their rages to different sources. For some, it is an inner reservoir where pain, grief and anger are forged into a fury as strong as steel. Others see it as arcane fuel to channel magic through their blows and some just want an excuse to beat someone up.

Berseker's Anima

For some Brutes, rage is a means to an end – that end is violence. The Berserker's Anima is a path of free rage, soaked in blood. As you enter a Berseker's rage, you revel in the chaos of battle, unconcerned about your own health or well-being.

Berseker's Vigor

When choosing this Anima at 1st level, you add your proficiency bonus to your maximum hit points at 1st level and whenever you level up in this Class.

Unconscious Rage

Starting at 6th level, you cannot be Frightened or Charmed while Raging. If you are Frightened or Charmed when you enter a Rage, the effect is suspended for the Rage's duration.

Brutal Strikes

Starting at 10th level, the damage of your melee weapon attacks increases by one category, and the damage dealt becomes magical. When in Rage, your melee weapon attacks increase by one more category and your first melee attack of the turn has advantage.

Retaliation

Starting at 14th level, when targeted by an attack from a creature within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Slaughter

At 18th level, you double your Rage damage dice whenever you are below half your maximum hit points.

Harbinger of Pain

Upon reaching 20th level, you become an emissary of pain and destruction. Whenever you score a critical hit with a melee weapon, or reduce a creature to 0 hit points, you can make an additional melee weapon attack against that same creature. If the creature drops to 0 hit points, you can attack a new target within the range of your melee weapon.

Additionally, your Strength and Constitution scores increase by 2. Your maximum for these attributes is now 24.

Runescarred's Anima

There are many ways to channel magic, usually it is necessary for a sacrifice to be made through a gesture, a phrase in some magical language or even some rare component. The Runescarred Brute makes this sacrifice through his own blood and pain, learning secret runes that can be carved into his own body to channel magic.

Spellcasting

Sepllcaster Brute
Level Known
Cantrips
Known
Spells
Points
of Mana
Max Spell
Level
1st 2 - - -
2nd 2 - - -
3rd 2 3 4 1st
4th 2 4 6 -
5th 3 4 8 -
6th 3 4 9 -
7th 3 5 10 -
8th 3 6 13 2nd
9th 3 6 14 -
10th 4 7 15 -
11th 4 8 16 -
12th 4 8 17 -
13th 4 9 20 3rd
14th 4 10 21 -
15th 4 10 22 -
16th 4 11 23 -
17th 4 11 24 -
18th 4 11 25 -
19th 4 12 28
20th 4 13 30 -

When you choose this Anima at 1st level, you learn to channel your runic essence to cast spells. See Chapter 10 for general spellcasting rules and the Brute's spell list.

List of Spells

You gain access to the Brute spell list. Through some Heritages, Enhancements or even through studying, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in this Class.

Cantrips

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Known Cantrips column of the Spellcaster Brute table.

Mana

The Spellcaste Brute table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Mana points when you complete a long rest.

For example, if you wanted to cast the 1st-level spell burning hands you would have to spend 2 mana points to cast it, but if you want to cast it as a higher level spell, instead of the 2 points, you must spend an amount of Mana points corresponding to the desired level, as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd level.

1st Level and Higher Spells Known

At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Known Spells column on the Spellcaster Brute table shows when you learn more spells of your choice from these lists. Each of these spells must be of a level equal to or less than your Maximum Spell Level, as shown on the table. For example, when you reach 8th level in this Class, you can learn one new 1st or 2nd level spell.

Spellcasting Attribute

Constitution is your spellcasting attribute, as your magic comes from your attunement to your runic power. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the save DC for Brute spells you cast and when you make an attack roll with a Brute spell.

Spell DC = 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier = your proficiency bonus + your Constitution modifier

Rune Cleaver

Also at 1st level, you learn to channel your runic nature through your own blood and flesh. You can speak, read, and write Runic. This language is used to inscribe the magical runes carved into your body, and you also learn the ritual with which you mark your own skin with deep tattoos in the shapes of mystical runes. These scars represent the spells you know, meaning you create your first scars at 1st level. You gain new runescars as you acquire new spells or cantrips known.

Creating a rune scar is a laborious and time-consuming process. It takes 1 hour to create a runescar from a cantrip or 1st-level spell, using ink, blades and red-hot iron. The process takes even longer for spells higher than 1st level, with 1 additional hour required for each spell level above 1st.

Unlike other spellcasters, a Runescarred Brute cannot replace his spells as he gains new levels, as his spells are tied to the runes inscribed in his skin permanently. As such, this Brute must choose his spells very carefully, as they will likely be with him throughout his life.

To cast a spell, you direct your life energy into the related scar to make it work, reducing your hit points by an amount equal to the spell's level, being reduced by 1 hit point for cantrips, these hit points cannot be healed by magical means. The marking replaces any verbal, somatic, and material components of the spell, however, if a cost is indicated for a material component or if it is consumed, a character must have that specific component before he can cast the spell.

When casting a spell, this damage taken manifests itself through bleeding, excruciating pain, magical energy emanating from the scar, among other possible narrative effects. You can't cast a spell without this directing of life energy.

Some features of the Runescarred Brute require you to carve a rune into your body, upon gaining access to these features, you must spend 1 hour carving a rune into your body. Upon activating the feature, your hit points are reduced by an amount equal to half the level at which you gain access to that feature. As with casting a spell, these hit points cannot be healed by magic.

Additionally, you are now able to cast spells while Raging. You can cast cantrips at 3rd class level, 1st-level spells at 8th class level, 2nd-level spells at 13th class level, and 3rd-level spells at 19th class level. These spells cannot require concentration.

Removing Runescars

It is not possible to remove runescars in conventional ways or with simple spells. Only the regeneration spell or spells of equivalent power can remove all of the character's runescars. If this occurs, the character must spend the necessary time described in Rune Cleaver to create all of his scars again and gain access to the pertinent known spells. The wish spell can be used to remove specific runescars, rather than removing all scars and therefore spells known to the character at once.

These are the most popular ways to replace known spells with a Runescarred Brute, but the GM is free to create other methods, such as mystical rituals, new spells, or even specific magic items.

When targeted by the regeneration spell, the Brute can choose not to have his scars removed.

Arcane Carving's Rage

When you reach 6th level, using rune magic through the scars imbues the spell with your life force, amplifying its power. While in Rage, when using spells that deal damage, they add your Rage Damage to the spell's damage rolls.

Additionally, you learn to carve runes in your own blood onto Small or smaller objects and magically charge them. By performing a 10-minute ritual, you can imbue any object with a spell you know as long as it lacks concentration, to do so you must spend Mana points equivalent to the spell's level, making the object able to cast the chosen spell using your bonus action.

The object retains the stored magic for the next 48 hours, when the magic on it dissipates. An object that has been carved and fired a spell becomes unusable after use. You can keep a number of objects imbued with magic equal to your Wisdom modifier (minimum of 1) per long rest.

Runic Resilience

At 10th level, your runescarred body becomes stronger and more resistant to spells, even becoming attuned to magic itself. Whenever you score a critical hit with an attack spell, or reduce a creature to 0 hit points with a spell, the scars on your body activate, taking on an unearthly glow and causing you to gain temporary hit points equal to half your Brute level + your Constitution modifier. Temporary hit points gained this way can stack.

In addition, you can, once per long rest, attempt to absorb a spell cast against you, you must make a Constitution saving throw whose DC is set to 12 + the level of the spell you are trying to absorb, if you succeed, you negate that spell's effects and regain hit points equal to twice its level. At 15th level, you can use this feature twice per long rest and three times at 20th.

Rune of Overlord

Upon reaching 14th level, you can use an action to carve a powerful rune into your body, it causes you to fill with rune energy and burst with energy, each creature within 20 feet of you must make a Dexterity saving throw with DC equals to your spellcasting DC. On a failure, the creature takes 1d6 force damage multiplied by half your Brute level. If you're in a Rage, you can add your Rage Damage to this trait's damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.

Rune of War

At level 18, your body has become so attuned to your runic power that is can cast a spell like muscle memory. Choose a concentration spell from the Brute's spell list, for you it loses the need for concentration.

Additionally, you can use an action while in Rage to carve a rune into your body that, for 1 minute, grants you resistance to magical damage. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1) per long rest.

Rune Volatility

Upon reaching 20th level, you become able to cast spells when dealing damage to creatures that receive your attacks. When you hit a creature with a melee attack, you can use your reaction to cast a spell, if it's a damage spell, it's maximized. Also, your area damage spells have no effect on you.

Additionally, your Constitution score increases by 4. Your maximum for this attribute is now 24.

Fighter's Anima

Your weapons are your fists, legs, knees and other natural weapons of your body, such as claws, fangs and even horns in some cases. Your body is your greatest pride, trained, refined and raised to extreme conditions, so that, although you know how to use swords and shields, you can always rely more on a well-placed punch.

Fighter's Saving Throws
Some of your traits require your target to make a saving throw to resist the effects. The saving throw's DC is calculated as follows: 8 + your proficiency bonus + your Strength modifier.

Unarmed Strikes

At 1st level, instead of dealing 1 + your Strength modifier on your unarmed strikes, you deal 1d4 + your Strength modifier. Your unarmed attacks are treated as martial weapon attacks. Attacks made with natural weapons, such as claws, bites, or horns, now function as unarmed attacks. If your natural weapon damage is greater than your unarmed strike, you must use your natural weapon damage.

The damage of your unarmed strikes increases to 1d6 at 5th level of Brute, 1d8 at 10th level of Brute, 1d10 at 16th level of Brute, and 1d12 at 20th level of Brute.

In addition, while in Rage, the damage of your unarmed strikes increases by 1 on the damage scale. Additionally, at 10th level Brute, your critical range for your unarmed strikes becomes 19-20, and upon reaching 16th level Brute, it becomes 18-20.

Additional Proficiency

At 1st level, you gain proficiency in Athletics, and if you already have proficiency, you gain specialty.

Hit Where it Hurts

At 6th level, you add +1 to your attack and damage rolls with unarmed strikes. Upon reaching 12th level, this bonus becomes +2, and upon reaching 18th it becomes +3.

Extra Attack

Starting at 10th level, you can attack three times, instead of twice, when you use the Attack action during your turn.

Dodge or Retaliate

Starting at 14th level, choose one of the following options:

  • Evasion. You can nimbly dodge certain area effects, such as a fiery breath from a hell dragon or an icy storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage on a successful save, and only half damage on a failed one.
  • Retaliate. When targeted by an attack from a creature within 5 feet of you, you can use your reaction to make an unarmed strike against that creature.

Attack March

At 18th level, you are capable of insane feats with your body in combat. You can cause your next unarmed strike to increase damage category by 1 and have 15 feet of additional range, when doing so, choose between dealing burning or vibrational damage instead of physical. You can use this feature a number of times equal to half your Proficiency bonus per long rest.

Bone Breaker

Upon reaching 20th level, when you hit the nail on the head, rarely does anyone remember what happens next. Your unarmed strike's crit multiplier increases by one.

Additionally, your Strength score increases by 4. Your maximum for this attribute is now 24.

Battle Poses

The Brute is a primordial manifestation of the fury of nature and the elements, an unstoppable force that manifests with its rage the grace of life or the imminence of death. Through the Battle Poses, he expresses, in his bizarre adventures, an essence of tempestuous fury or his volcanic wrath. But make no mistake, the Brute not only represents the elements out of control, but also the very destruction caused by it.

Brute Battle Poses

  • Aborb Impact
  • Barrage of Strikes
  • Unstopable Brutality
  • Feral Connection
  • Predator's Nose
  • Spinning Strike
  • Nefarious Strikes
  • Growing Wrath
  • Quick Movement
  • Imposing Muscles
  • Trading Blows

Berserker Battle Poses

  • Blood Armor
  • Deep Slash
  • Shield of Fury
  • Frenzy
  • Battle Fury
  • Full Resistance
  • Pack Tactics
  • Take by Storm

Runescarred Battle Poses

  • Runic Adrenaline
  • Clot Mana
  • Strengthen the Mind
  • Protection of the Elements
  • Spiritual Resistance
  • Rune of Reintegration
  • Rune of Domination
  • Zephyr's Touch

Fighter Battle Poses

  • Bodyslam
  • Excessive Strength
  • GNAAAR!
  • Stylish Throwing
  • Brutal Hand
  • Skull Smasher
  • Serve and Dunk
  • Pack Tactics

Battle Poses in Alphabetic Order

Below are all the Battle Poses in alphabetical order, whether generic from Brute or from its Subclasses.

Absorve Impact

Prerequisites: Level 15 and Constitution 15 or higher

Your body has a resistance beyond the ordinary. When targeted by an attack, you can use your reaction to temporarily increase your AC until the start of your next turn. When you do so, you gain a bonus equal to half your Constitution modifier to your AC. If the creature that attacked you can't exceed your AC, you can move 15 feet toward the creature, and if it comes within your attack range, you can make a melee attack against the creature.

Runic Adrenaline

Prerequisites: Runicscarred and Constitution 15 or higher

You learn to use fractions of your magical energy to boost your body, temporarily gaining a jolt of energy. Whenever you use a cantrip that deals damage, you can make an additional melee attack that turn. You may also spend 2 hit points in addition to the point spent to use the cantrip to maximize the cantrip's damage. Upon reaching 5th level, this additional cost becomes 3 hit points, at 11th level it becomes 4, and at 17th it becomes 5, reflecting how potent the converted life energy is.

This Battle Pose is always active, consuming 1 use of your Poses.

Blood Armor

Prerequisites: Berserker, level 8 and Constitution 17 or higher

The issue with pinning me down is that I'll get back up again. Once per combat, when in a Rage and at less than half your hit point maximum, you gain your proficiency bonus multiplied by twice your Constitution modifier in temporary hit points that last for 1 minute.

This Battle Pose is always active, consuming 1 use of your Poses.

Barrage of Strikes

Prerequisites: Level 12 and Strength and Constitution 15 or higher

Ora, ora, ora, ora, oraaaaa! As an Attack action, you can make a chain of up to 3 consecutive melee attacks on a creature within range of your unarmed strike or your weapon, each attack after the first has -5 to your attack roll and your damage rolls cumulatively. You must make a single attack roll against the creature, and if you hit it, you must make a Constitution saving throw. On a failure, the creature receives an additional effect related to the type of damage taken:

  • Bludgeoning. The target is Stunned for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.
  • Slashing. Your attacks have a -3 penalty instead of -5, and the target has -25 feet of walking speed for the next minute. The target can repeat the saving throw at the start of each of its turns to end this effect.
  • Piercing. The target is Bleeding, taking 2d6 damage per turn.

Unstopable Brutality

Prerequisites: Level 17 and Constitution 20 or higher

No one should mess with your mind or limit your body, those who try should get their punishment. You can use a bonus action or reaction when targeted by an attack, spell, rune, or sutra to become immune to all conditions until the end of your next turn (except Exhausted, Invisible, Bleeding or Silenced). At the end of the duration, you gain 1 level of Exhaustion.

Clot Mana

Prerequisites: Runescarred and level 8

Finding the right lines, at the correct depth. When using this Pose, your next spell has its Mana and Life cost halved (minimum of 1).

Feral Connection

Prerequisites: Wisdom 13 or higher and proficiency with the Animal Handling skill

Your journey into understanding animal spirits grants you the ability to communicate and connect with animals. You gain the ability to cast the feral sense spell through a ritual, as described in Chapter 10. Additionally, you are always under the effect of the speak with animals spell, which cannot be countered by spells such as dispel magic or antimagic field.

This Battle Pose is always active, consuming 1 use of your Poses.

Deep Slash

Prerequisites: Berserker, level 8 and Strength 15 or greater

A cut so deep it can sever the soul. While using this Pose, your next attack with a melee weapon that deals slashing damage will leave the target Bleeding, dealing 2 dice of your weapon damage as damage per turn.

Bodyslam

Prerequisite: Fighter

Sometimes the greatest weapon is yourself in a raw, crude and harshly applied way. When using this Pose, you must move up to half your walking speed, and if there is a creature at the end of your movement, it must make a Dexterity saving throw. On a failure, the creature takes your unarmed strike damage + 1d6 multiplied by your proficiency bonus as extra damage and is knocked prone.

Shield of Fury

Prerequisites: Berserker and Constitution 17 or higher

Sometimes the best protection is the pure essence of anger. When using this Pose, you gain resistance to all simple damage for the next minute.

=Predator's Nose

Prerequisites: Level 8 and Wisdom 15 or higher

You can run, but you can't hide. You gain proficiency in Survival, if you already have proficiency, you gain specialty. Additionally, when traveling at a fast pace, you take no penalties to your Passive Perception, and you can move stealthily when traveling at a normal pace.

This Battle Pose is always active, consuming 1 use of your Poses.

Excessive Strength

Prerequisites: Fighter and Strength 15 or greater

Here comes the punchline! You make a strike in front of you, condensing the air into a 15-foot cone, each creature in that area must make a Strength saving throw. On a failure, the affected creature takes 4d6 + your unarmed strike damage + your Brute level as bludgeoning damage, or half as much on a success. Upon reaching 10th Brute level, this damage becomes smashing.

Strengthen the Mind

Prerequisites: Runicscarred and Wisdom 13 or higher

What sound does an iceberg make when breaking underwater? You have resistance to spiritual damage.

This Battle Pose is always active, consuming 1 use of your Poses.

Frenzy

Prerequisite: Berserker

MORE... BEATING! You can go into a frenzy when in Rage. If you wish, while in a Rage, you can use a bonus action to make a single melee weapon attack on each of your turns. At the end of the Rage duration, you suffer one level of Exhaustion.

This Battle Pose is always active, consuming 1 use of your Poses.

Battle Fury

Prerequisite: Berserker

You gain a charge of Battle Fury for each attack you land, up to a maximum of 5. Each charge lowers your crit range by one, until you reach a natural 15. When you deal a critical hit with the modified critical range, you add 1d6 multiplied by half your proficiency bonus to damage, and the counter resets. If 1 turn goes by without hitting an attack, the counter resets.

This Battle Pose is always active, consuming 1 use of your Poses.

GNAAAR!

Prerequisites: Fighter, level 17 and Strength 20 or greater

DEMAAAAGLIAAAA! You can push hostile creatures that are adjacent to you, you can push a maximum of creatures whose weights add up to no more than your Push, Drag, or Lift ability (see Chapter 7: Using Each Attribute). A pushed creature must make a Strength saving throw, on a failure it is pushed up to 15 feet in a direction of your choice, is knocked prone, and takes the damage of your unarmed strike. If the target hit collides with a wall, tree, or something solid, it must make a Constitution saving throw; if it hits another creature, it must make a Dexterity saving throw. On a failure, an affected creature is Incapacitated until the end of your next turn and takes 2d8 bludgeoning damage.

Spinning Strike

Prerequisite: Dexterity 13 or greater

In the art of war, believe me, I'm the best in town, I do everything that kills and I even strike upside down... When using this Pose, you rotate your melee weapon until the start of your next turn, each creature that is within your weapon's range or that enters it must make a Dexterity saving throw. On a failure, the creature takes your weapon's damage as normal, or half as much damage on a successful one. At the end of this duration, your next attack has disadvantage.

While swinging your weapon in this way, you cannot take actions or reactions.

Nefarious Strikes

Prerequisites: Level 12 and Constitution 15 or higher

Finally, some fun! When using an Attack action with a melee weapon or an unarmed strike, you can make an additional attack with a melee weapon or an unarmed strike.

This Battle Pose is always active, consuming 1 use of your Poses.

Growing Wrath

Prerequisites: Level 15 and Constitution 17 or higher

The more enraged and hurt you are, the more dangerous your blows become. When you make an attack with a melee weapon, you deal additional damage equal to 1/4 of your missing health. In addition, you heal 1/4 of the additional damage dealt in hit points (minimum of 1).

This Battle Pose is always active, consuming 1 use of your Poses.

Stylish Throwing

Prerequisites: Fighter and Strength 15 or greater

Yeet! You can use an Attack action to knock a huge boulder out of the ground, or any other heavy object, by throwing it in a line 30 feet from you, stopping at the first target you hit. It must make a Dexterity saving throw, taking 4d8 + your Brute level of bludgeoning damage on a failure, additionally, if the creature is up to one size category larger than him, it is also prone. On a success, the projectile continues to travel the line until it hits a target that fails the save or reaches its range limit, whichever comes first.

Brutal Hand

Prerequisites: Fighter, level 8 and Strength 15 or greater

IT'S ANVIL TIME! When choosing this Pose, you must choose one of the following options:

  • Pulverize. To use this option, you must have a Strength of 17 or greater instead of 15. You make an unarmed strike on the ground at your feet, each creature on the ground within 5 feet of you must make a Dexterity saving throw. On a failure, the creature takes 1d6 bludgeoning damage and is Incapacitated at 0 foot speed for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect. Additionally, this area becomes difficult terrain.
  • Power Fist. You make an unarmed strike against a single target, it must make a Dexterity saving throw. On a failure, the target takes an additional 3d6 damage and is Incapacitated with 0 foot speed for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.
  • Flounce. You make an unarmed strike in a line within your attack range, creatures in that line must make a Strength saving throw. On a failed save, the target takes 2d6 extra damage and is Incapacitated at 0 foot speed for the next minute, and can repeat the saving throw at the start of each of its turns to end this effect.

Quick Movement

Can't touch this. Your speed is increased by 15 feet while you are not wearing heavy armor. Additionally, you do not provoke attacks of opportunity.

This Battle Pose is always active, consuming 1 use of your Poses.

Imposing Muscles

Prerequisite: Strength 15 or greater

You can strike fear into your enemies' hearts by showing all your muscles. Each hostile creature that can see you must make a Wisdom saving throw. On a failure, the creature is Frightened by you for the next minute and has disadvantage on checks to resist or escape your Grapple. A creature that fails this saving throw can repeat it at the start of each of its turns to end this effect. On a success, the creature has advantage on its next saving throws to resist this Pose for the next 24 hours.

Protection of the Elements

Prerequisites: Runescarred and Constitution 13 or higher

Sky, earth and sea, grant me your protection. You have advantage on saving throws to resist cold, heat, or extreme altitude.

This Battle Pose is always active, consuming 1 use of your Poses.

Skull Smasher

Prerequisites: Fighter and Strength 13 or greater

I'm going to beat this idiot with this other idiot. When using this Pose, you must Graple a target that is within your reach, if you succeed, you hit it, dealing your unarmed strike damage + 2d6 extra damage. Alternatively, you can attempt to Grapple two targets within range to bump their heads; on a success, those creatures must make a Constitution saving throw. On a failure, they take damage from your unarmed strike + 2d6 extra damage and are Stunned until the end of your next turn.

Spiritual Resistance

Prerequisites: Runescarred, level 17 and Constitution 19 or higher

The protection of rock and flame. When using this Pose, you gain resistance to all elemental and spiritual damage for the next minute.

Full Resistance

Prerequisites: Berserker, level 17 and Constitution 19 or higher

'Tis but a scratch. When using this Pose, you gain resistance to all physical and elemental damage for the next minute.

Rune of Reintegration

Prerequisites: Runescarred, level 12 and Wisdom 15 or higher

By my deeds, the runes strengthen my body. While using this Pose, your next single target spell that deals damage heals hit points equal to the damage dealt.

Rune of Domination

Prerequisites: Runescarred and Constitution 15 or higher

When dealing damage with a melee attack, you can take this pose and cast a spell that has a cast time of 1 action that deals damage against the same target.

This Battle Pose is always active, consuming 1 use of your Poses.

Serve and Dunk

Prerequisites: Fighter and Strength 17 or greater

Não tem pra ninguém. Ao utilizar essa Pose, você se move 15 pés em direção a um alvo, caso fique adjacente a ele você deve realizar um Agarrão nele. Caso obtenha sucesso, você salta com o alvo, se movendo 10 pés na direção que você se moveu anteriormente, causando 2d6 de dano contundente multiplicado pelo seu modificador de Força (mínimo de 1). No final dessa movimentação, o alvo deve realizar uma salvaguarda de Constituição, em uma falha ele fica Incapacitado até o final do seu próximo turno.

Caso haja criaturas em um raio de 5 pés do final desse salto, elas devem realizar uma salvaguarda de Destreza. Em uma falha, elas sofrem 2d6 de dano contundente. Você não consegue saltar com um alvo caso ele exceda sua capacidade de Empurrar, Arrastar ou Levantar (veja o Capítulo 7: Usando Cada Atributo).

Tática de Matilha

Pré-requisitos: Berserker ou Lutador e Sabedoria 15 ou maior

Se você faz o inimigo sangrar, você mostra aos seus aliados que é possível ferí-lo. Seus aliados têm vantagem nas jogadas de ataque corpo a corpo realizadas contra qualquer criatura hostil a até 5 pés de você.

Essa Pose de Batalha está sempre ativa, consumindo 1 uso de suas Poses.

Tomar de Assalto

Pré-requisitos: Berserker e nível 12

O que é seu, é meu e o que é meu, é meu. Ao utilizar essa Pose, seu próximo ataque com uma arma corpo a corpo recupera pontos de vida iguais a metade do dano causado.

Toque de Zéfiro

Pré-requisitos: Cicatrizes Rúnicas e Sabedoria 13 ou maior

Que as fúrias do vento atendam o meu chamado. Você pode utilizar sua ação bônus para conjurar a magia lufada de vento sem gasto de Mana ou vida. Ao conjurar essa magia dessa maneira, criaturas na linha possuem desvantagem na salvaguarda e, em uma falha, após serem empurradas, ficam Caídas.

Trocação Sincera

Pré-requisitos: Carisma 11 ou maior

Se eu quisesse sua opinião, eu tirava na porrada. Ao utilizar essa Pose, cada criatura hostil que esteja a até 30 pés de você que possa vê-lo ou ouvi-lo deve realizar uma salvaguarda de Sabedoria. Em uma falha, a criatura possui desvantagem para atacar outras criaturas que não sejam você pelo próximo minuto e deve realizar uma salvaguarda de Sabedoria cada vez que tentar se mover para um espaço que esteja a mais de 30 pés de você, não podendo se mover para esse espaço em uma falha, porém, caso obtenha sucesso essa Pose não restringe o movimento do alvo neste turno. A Pose termina prematuramente em uma criatura se você terminar seu turno a mais de 30 pés dela.