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Brave


Hit Points

Hit Dice: d12 per Brave level
Hit Points at first Level: 12 + Constitution Mod
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Brave level after 1st

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons, handguns, longarms
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, and Survival

Overview & Creation

A brave is a wild, up close warrior that carries on the old, shamanistic traditions passed down by previous generations. Their berserk rage is a sight to behold, often leaving them bloody and battered but the last fighter standing.


Class Features

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a brave, as shown in the Rage Damage column of the Brave table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast psionics, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your brave level in the Rages column of the Brave table, you must finish a long rest before you can rage again.  

    Unarmored Defense

      While you are not wearing any armor, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

    Reckless Attack

      Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

    Danger Sense

      At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and psionic powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, or the Path of the Tattooed Monk, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.  

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.  
    Level Proficiency Bonus Features Rages Rage Damage
    1 +2 Rage, Unarmoured Defence 2 +2
    2 +2 Reckless Attack, Danger Sense 2 +2
    3 +2 Primal Path 3 +2
    4 +2 Ability Score Improvement 3 +2
    5 +3 Extra Attack, Fast Movement 3 +2
    6 +3 Path Feature 4 +2
    7 +3 Feral Instinct 4 +2
    8 +3 Ability Score Improvement 4 +2
    9 +4 Brutal Charge (1 die) 4 +3
    10 +4 Path Feature 4 +3
    11 +4 Relentless Rage 4 +3
    12 +4 Ability Score Improvement 5 +3
    13 +5 Brutal Critical (2 dice) 5 +3
    14 +5 Path Feature 5 +3
    15 +5 Persistent Rage 5 +3
    16 +5 Ability Score Improvement 5 +4
    17 +6 Brutal Critical (3 dice) 6 +4
    18 +6 Indomitable Might 6 +4
    19 +6 Ability Score Improvement 6 +4
    20 +6 Primal Champion Unlimited +4
     
     


    Subclass Options

    Primal Paths – Berserker

    For some braves, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untamed fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.  

    Frenzy

      Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.  

    Mindless Rage

      Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

    Intimidating Presence

      Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.  

    Retaliation

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

    Primal Paths - Totem Warrior

     
    The Path of the Totem Warrior is a spiritual journey, as the brave accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding psionic fuel to your rage.  

    Spirit Seeker

      Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals psionics, but only as rituals.  

    Totem Spirit

      At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal (often a difficult feat that could involve a trip to the Wastes). At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.   Bear. While raging, you have resistance to all damage except psychic damage.   Eagle. While you're raging and aren’t wearing heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.   Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you  

    Aspect of the Beast

      At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.   Bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.   Eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.   Wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).        

    Spirit Walker

      At 10th level, you can cast the commune with nature psionic power, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.  

    Totemic Attunement

      At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.   Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.   Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.    

    Primal Paths - Tattooed Monk

     
    Forgoing armor and covered in tattoos and scars, a tattooed monk is a brave that concentrates on unarmed combat and honing their body to physical and spiritual perfection.  

    Martial Arts

      Starting at 3rd level when you take this Primal Path, you gain mastery of combat styles that use unarmed strikes and certain weapons. You gain the following benefits when you wear no armour, use no shields, and are either unarmed or only wielding 'monk' weapons (any weapon that is of Medium or lower size categories):   - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Tatooed Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a Bravo M2, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • Level Martial Arts Chi Points
    3 1d4 3
    6 1d6 6
    10 1d8 10
    14 1d10 14
     

    Chi

      Starting at 3nd level, your training allows you to harness energy within yourself called chi. Your access to this energy is represented by a number of chi points. Your brave level determines the number of points you have, as shown in the Chi Points column of the Tattooed Monk table. While you are raging, you can spend these points to fuel various chi features. You start knowing two such features: Flurry of Blows and Step of the Wind. You learn more chi features as you gain levels in this class. When you spend a chi point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 1 hour of the rest meditating to regain your chi points. Some of your chi features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Chi save DC = 8 + your proficiency bonus + your Constitution modifier  

    Flurry of Blows

      While you are raging, you can spend 1 chi point immediately after you take the Attack action to make two unarmed strikes as a bonus action.  

    Step of the Wind

      While raging, you can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn. Additionally, your jump distance is doubled for the turn.  

    Stunning Strike

      Starting at 6th level, you can interfere with the flow of chi in an opponent's body. When you hit another creature with a melee weapon attack while you are raging, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. In addition, your unarmed strikes count as psionic weapons for the purpose of overcoming resistance and immunity to nonpsionic attacks and damage.  

    Purity of Body

    At 10th level, your mastery of the chi flowing through you makes you immune to disease and poison at all times.  

    Quivering Palm

      At 14th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike while raging, you can spend 3 chi points to start these imperceptible vibrations, which last for a number of days equal to your brave level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane o f existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.


    Created by

    Houdini26.

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