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Brute

De Runarcana Wiki
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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 Wrath
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 Wrath, Enhancement
9th 4 1d8 Brutal Critical (2 scale)
10th 4 1d8 Anima Characteristic
11th 4 1d8 Ruthless Fury
12th 5 1d10 Wrath, Enhancement
13th 5 1d10 Brutal Critical (3 scale)
14th 5 1d10 Anima Characteristic
15th 5 1d10 Wrath, Lasting Rage
16th 5 2d6 Enhancement
17th 6 2d6 Wrath, 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.

Wrath

Upon reaching 3rd level, you manifest your essence through Wrath, which demonstrates the Brute's connection with the great natural forces. Choose one of the Wraths detailed in Chapter 5: Customization - Class Features - Wraths. You learn an additional Wrath when you reach levels 8, 12, 15, and 17.

Using a Wrath requires a lot of energy and connection with your Rage, Wraths that have an Execution can be used through the action described in this characteristic, consuming one use of Wrath. You have a number of Wrath uses equal to your Constitution modifier (minimum of 1) per long or full rest. When you gain access to new Wraths or upon reaching 20th level, you can also replace one Wrath you already know with another.

Some of your Wraths require your target to make a saving throw to resist their effects. The save CD is calculated as follows:

Wrath 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 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
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.

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 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 full 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 full 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.