The Bruiser Level Proficiency Bonus Features Tough Uses 1st +2 Fighting Style, Tough 1 2nd +2 Combat Path 1 3rd +2 Grappling Expert 1 4th +2 Ability Score Improvement 1 5th +3 Extra Attack, Stances 2 6th +3 Path Feature 2 7th +3 Deep Cuts (1 dice) 2 8th +3 Ability Score Improvement 2 9th +4 Object Breaker 3 10th +4 Haft Strike 3 11th +4 Extra Attack (2), Path Feature 3 12th +4 Ability Score Improvement, Enhanced Stances 4 13th +5 Deep Cuts (2 dice), Brutal Weapon Use 4 14th +5 Bloodlust Finisher 4 15th +5 Path Feature 5 16th +5 Ability Score Improvement, Heavily Armored 5 17th +6 Excrutiating Strike 5 18th +6 Second Fighting Style 6 19th +6 Ability Score Improvement,Deep Cuts (3 dice) 6 20th +6 Path Feature, Bloodlust Finisher (2 uses) 6 Class Features As a Bruiser, you gain the following class features Hit Points Hit Dice: 1d10 per level

1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st Proficiencies Armor: Light and Medium armor

Light and Medium armor Weapons: Simple Weapons, Martial Weapons, Longaxe, Spiked Gauntlets

Simple Weapons, Martial Weapons, Longaxe, Spiked Gauntlets Tools: None

None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Athletics and choose two from Intimidation, Perception, Survival, History, Animal Handling, Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: 2 Handaxe and (a) a Longaxe or (b) a battleaxe

(a) a chain shirt or (b) scale mail

(a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows

(a) a dungeoneer's pack or (b) an explorer's pack Class Equipment Longaxe: This weapon has the following properties: Two-Handed, reach, heavy. Its damage type is slashing. If a creature is within 5ft, its damage dice is 1d12. Otherwise, its damage dice is 1d10. Merchants sell this weapon for 20gp

Spiked Gauntlets: At a cost of 20gp, you may have a spike affixed to each of the gauntlets of your armor, or if your armor does not include gauntlets, it gains spiked gauntlets. Wearing spiked gauntlets changes your unarmed strike from dealing 1 + strength modifier bludgeoning damage to 1d4 + strength modifier piercing damage. Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Coose one of the following options. You can't take a Fighting Style option more than once, even when you get to choose again at 18th level. Archery You gain +2 bonus to attack rolls made with ranged weapons. Defense While wearing armor, you gain a +1 bonus to AC. Accurate Axe Strikes You gain a +2 bonus to hit with axes Brutal Axe Strikes When you roll a 1 or a 2 on the damage dice of an axe, you may re-roll the dice, and must take the new result, even if it is a 1 or a 2. Tough When you take damage, you may use your reaction to shrug off the blow. Make a Constitution save of DC 12 or equal to the damage taken, whichever is higher. On a successful save, the damage is reduced to 0, and on a failed save it is halved. The number of times you may use this ability per short or long rest is shown in the class table. Combat Path At 2nd level, you may select a particular approach to combat. Choose Slayer, Defender, or Scoundrel which are detailed at the end of the class description. Your path grants you features at 2nd level, and again at 6th, 11th, 15th, and 20th level.

Grappling Expert You know just how to use your brawn to restrict an enemy's movement. At 3rd level, you gain double your proficiency bonus when making an athletics check to grapple a creature. For the purpose of grappling, you count as one size larger than your actual size. 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. You can't increase an ability score other than Strength or Constitution above 20 using this feature. Strength and Constitution can be increased to 22 instead. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks made increases to three when you reach level 11 in this class. Stances Starting at 5th level, you assume a certain posture in combat. When rolling initiative, you declare your stance, gaining its benefits, and on your turn you may change between them as a bonus action, losing the benefits of the old and gaining those of the new. Defensive Stance: you gain +1 to AC

you gain +1 to AC Offensive Stance: you gain +1 to hit and damage rolls

you gain +1 to hit and damage rolls Nimble Stance: your movement speed increases by 5ft

your movement speed increases by 5ft Cunning Stance: The DC of all saves caused by your abilities increases by 1. Deep Cuts Starting at 7th level, when you score a critical hit with an axe, you deal an additional 1d6 slashing damage. This damage increases to 2d6 at 13th level amd to 3d6 at 19th level Object Breaker You have learned how to destroy the objects your enemies hide behind or would use in warfare otherwise. Starting at 9th level, you deal double damage with weapon attacks against vehicles, structures, and objects that are not being worn or carried, just as a creature with the "seige monster" trait does. Haft Strike Starting at 10th level, when you take the attack action while holding an axe, you may make a shove attack as a bonus action. Enhanced Stances Starting at 12th level, your stances become more effective. When rolling initiative, you declare your stance, gaining its benefits, and on your turn you may change between them as a bonus action, losing the benefits of the old and gaining those of the new. Defensive Stance: you gain +2 to AC

you gain +2 to AC Offensive Stance: you gain +2 to hit and damage rolls

you gain +2 to hit and damage rolls Nimble Stance: your movement speed increases by 10ft

your movement speed increases by 10ft Cunning Stance: The DC of all saves caused by your abilities increases by 2. Brutal Weapon Use You have learned to put your full body's weight behind every swing, wasting no energy. At 13th level, your weapon counts as if it is one size category larger that it is, with a minimum of size large. Therefore a longsword wielded by a human deals 2d8 slashing damage, and a greatsword does 4d6 slashing damage, while an ogre with similar armaments would deal 3d8 slashing damage and 6d6 slashing damage respectively. Bloodlust Finsisher Starting at 14th Level, when you reduce a creature to 0 hit points with a melee weapon attack, you may regain hit points equal to 1d10+ your bruiser level. This feature may only be used once per short or long rest. Heavily Armored At 16th Level, you gain proficiency with heavy armor. If you have taken the heavily armored feat before now, you may take a different feat in its place. Excrutiating Strike Starting at 17th level, you may replace two attacks from the attack action to make a special attack with a melee weapon. This attack deals an additional 2d8 damage of the weapon’s type and the creature struck must make a Constitution saving throw (DC equal to 8 + proficiency bonus + Strength modifier) or suffer disadvantage on all attack rolls for 1d4+1 rounds. Once you have used this feature, you roll a d6 at the end of each of your turns, and on a 5 or 6, this ability becomes available again. Combat Paths Each Bruiser has great prowess in battle, but this can be used in many different ways. Some focus on the utter, terrifying destruction of their enemies, others specialize in protecting their allies, and some use a variety of dirty tricks to gain the upper hand. Slayer You are an expert when it comes to putting axes in skulls. Your sole concern in battle is that those who dare stand against you know death, fear, or both.

Cleave Starting at 2nd level, when you reduce a creature to 0 hit points with an axe attack, you may use a bonus action to make an attack with the same axe against a creature within 5ft of the creature you reduced to 0 hit points. Menacing Roar Starting at 6th level, you may intimidate your foes with a terrible battle cry as a bonus action. Creatures within 15ft that can see and hear you must succeed on a wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or become frightened of you until the end of your next turn. This feature may be used twice per short rest. Sweep Starting at 11th level, while wielding a melee weapon, you may use your action to make an attack with that weapon against as many creatures of your choice as are within the reach of your weapon. Once you have used this feature, you roll a d6 at the end of each of your turns, and on a 5 or 6, this ability becomes available again. Brutalize Starting at 15th level, you may use your action to focus you full destructive potential on a single creature. Make a weapon attack against a creature in the weapon’s reach. On a hit, you deal double the weapon’s normal dice, or half as much on a successful dexterity saving throw (DC equal to 8 + proficiency bonus + Strength modifier). If the creature fails the save, they fall prone, and you may move into its space at no cost to your movement. While occupying a creature's space in this way, the creature's speed is 0 and it may only stand up if it succeeds on a Strength or Dexterity save (DC equal to 8 + proficiency bonus + Strength modifier). A successful strength save will move you to an unnocupied space within 5ft, while a successful dexterity will move the creature to an unnocupied space within 5ft. Hostile creatures within 15ft that witness this attack must succeed on a wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or become frightened of you until the end of your next turn. Once you have used this feature, you roll a d4 at the end of each of your turns, and on a 4, this ability becomes available again. Brutal Finisher You have gained a knack for theatrical killing blows that terrify those who see them. Starting at 20th level, when you use a melee weapon reduce a creature to a number of hit points less than or equal to the average damage of your melee weapon, you may use a bonus action to execute the creature, instantly killing it. The exact manner in which it is killed is up to you and the DM, but it is invariably grisly end. Creatures within 45ft that see you perform this ability must make a Wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or become frightened for a minute. The save may be repeated at the end of each of the creature's turns, ending the effect on a success. If the creature executed was the leader of a group of intelligent creatures, the DM may rule that the creatures that witnessed the execution have disadvantage on their wisdom save. Once you have used this feature, you roll a d8 at the end of each of your turns, and on a 6,7, or 8, this ability becomes available again. Defender When you stand with axe in hand, your allies need not fear for their safety, as your skills excel in deflecting enemy attacks and attention, as well as simple survival. Protective Parry Starting at 2nd level, when you are weilding a melee weapon and a creature within your reach hits with an attack against another creature within your reach, you may use your reaction to raise the armor class of the struck creature by an amount equal to your proficiency bonus for that attack. Taunting Words Starting at 2nd level, you may use a bonus action to shout and draw attention to yourself. Hostile creatures within 15ft that can see, hear, and understand you must make a wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or be influenced to directly harm you. Affected creatures gain advantage on attack rolls against you, and disadvantage on attack rolls against any other creature. Attack rolls against creatures influenced in this way have advantage. This effect lasts until the end of your next turn. Defensive Zone Starting at 6th level, while holding a melee weapon, you may use your action to impose disadvantage on attack rolls against creatures of your choice within the reach of your weapon until the beginning of your next turn. Creatures that leave your reach lose the benefit of your protection. Shrug It Off Starting at 6th level, you gain advantage on constitution saves made for the Tough class feature