{"name":"Fighter, Martial Archetype: Brute","overview":"A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\n\r\nA dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.\r\n\r\nA gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.\r\n\r\nWell-Rounded Specialists\r\nFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.\r\n\r\nTrained for Danger\r\nNot every member of the city watch, the village militia, or the queen\u2019s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.\r\n\r\nSome fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards\u2014few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.","hitdice":"d10","hitpointsfirstlevel":"10","hitpointsathigherlevels":"6","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","spellcasting":"None","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) chain mail or (b) leather armor, longbow, and 20 arrows\r\n(a) a martial weapon and a shield or (b) two martial weapons\r\n(a) a light crossbow and 20 bolts or (b) two handaxes\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack","features":"Fighting Style\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nArchery\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\nProtection\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\nTwo-Weapon Fighting\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\nSecond Wind\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nAction Surge\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\nMartial Archetype\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\nAbility Score Improvement\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\nIndomitable\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can\u2019t use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\nExtra Attack\r\nBeginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\nExtra Attack\r\nAt 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclasses":"*Brute*\r\n\r\nBrutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.\r\n\r\nBrute Features\r\nFighter Level\r\n\r\nFeature:\r\n3rd Brute Force\r\n7th Brutish Durability\r\n10th Additional Fighting Style\r\n15th Devastating Critical\r\n18th Survivor\r\n\r\nBrute Force\r\nStarting at 3rd level, you\u2019re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you\u2019re proficient with and deal damage, the weapon\u2019s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.\r\n\r\nBrute Bonus Damage\r\nFighter Level|Damage Increase\r\n3rd|                         1d4\r\n10th|                       1d6\r\n16th|                       1d8\r\n20th|                       1d10\r\n\r\nBrutish Durability\r\nBeginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.\r\nWhenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.\r\n\r\nAdditional Fighting Style: \r\nAt 10th level, you can choose a second option from the Fighting Style feature.\r\n\r\nArchery\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\nProtection\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\nTwo-Weapon Fighting\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of your bonus action attack.\r\n\r\nDevastating Critical\r\nStarting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon\u2019s damage roll equal to your level in this class.\r\n\r\nSurvivor\r\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don\u2019t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.","tabledata":"1|0| Fighting Style, Second Wind\r\n2|300| Action Surge (single use)\r\n3|900| Martial Archetype\r\n4|2,700| Ability Score Improvement\r\n5|6,500| Extra Attack (1)\r\n6|14,000 | Ability Score Improvement\r\n7|23,000| Martial Archetype Feature\r\n8|34,000| Ability Score Improvement\r\n9|48,000| Indomitable (one use)\r\n10|64,000| Martial Archetype Feature\r\n11|85,000| Extra Attack (2)\r\n12|100,000| Ability Score Improvement\r\n13|120,000| Indomitable (two uses)\r\n14|140,000| Ability Score Improvement\r\n15|165,000| Martial Archetype Feature\r\n16|195,000| Ability Score Improvement\r\n17|225,000| Action Surge (two uses), Indomitable (three uses)\r\n18|265,000| Martial Archetype Feature\r\n19|305,000| Ability Score Improvement\r\n20|355,000| Extra Attack (3)\r\n","tags":"Fighter-Brute, D&D beyond, Class","isShared":"1","templateId":"25","blockId":"127720"}