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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. | 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 full 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 full rest and three times at 20th. | |||
In addition, you can, once per | |||
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Edição das 14h52min de 2 de março de 2023
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 set 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 can be ended with a bonus action and ends after 1 minute or if you:
- Fall Unconscious,
- End your turn without having attacked any hostile creatures since your last turn,
- End your turn without taking any damage since your last turn.
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 full 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 long or full 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:
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 long or full 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 | 4º |
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 Spellcaster 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 your Constitution modifier in Mana ponts when you complete a long rest and all your Mana points when you complete a full 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.
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.
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 full 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 full 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 full 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 full 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
I'm undisputed. When using this Pose, you move 15 feet towards a target, if it is adjacent to it you must perform a Grapple on it. On a success, you leap with the target, moving 10 feet in the direction you moved earlier, dealing 2d6 bludgeoning damage multiplied by your Strength modifier (minimum of 1). At the end of this movement, the target must make a Constitution saving throw, on a failure it is Incapacitated until the end of your next turn.
If there are creatures within 5 feet of the end of this leap, they must make a Dexterity saving throw. On a failed save, they take 2d6 bludgeoning damage. You cannot leap with a target if it exceeds your Push, Drag, or Lift capacity (see Chapter 7: Using Each Attribute).
Pack Tactics
Prerequisites: Berserker or Fighter and Wisdom 15 or higher
If you make the enemy bleed, you show your allies that it is possible to harm them. Your allies have advantage on melee attack rolls made against any hostile creature within 5 feet of you.
This Battle Pose is always active, consuming 1 use of your Poses.
Take by Storm
Prerequisites: Berserker and level 12
What's yours is mine and what's mine is mine. While using this Pose, your next melee weapon attack regains hit points equal to half the damage dealt.
Zephyr's Touch
Prerequisites: Runescarred and Wisdom 13 or higher
May the furies of the wind heed my call. You can use your bonus action to cast the gust of wind spell without expending mana or health. When casting this spell this way, creatures in the line have disadvantage on the saving throw and, on a failure, after being pushed, are knocked prone.
Trading Blows
Prerequisites: Charisma 11 or higher
If I wanted your opinion, I'd beat it out of you. When using this Pose, each hostile creature within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage to attacking creatures other than you for the next minute, and it must make a Wisdom saving throw each time it tries to move into a space that is more than 30 feet from you, being unable to move into that space on a failure, however, if successful, this Pose does not restrict the target's movement this turn. The Pose ends prematurely on a creature if you end your turn more than 30 feet from it.