You are on page 1of 1

The Bruiser

or the first time in his career, the duelist use your bonus action to attempt to force a creature you

F
was on the defensive; narrowly dodging can see within ten feet of you to momentarily lower its
thrown bottles and other debris as he guard. The creature must make either a dexterity saving
attempted to shield himself from the throw, or a wisdom saving throw (your choice), against
unpredictable attacks of his opponent. He your Bruiser Dice Check. ( 8+ your proficiency bonus +
had never before been bested in a fair fight. your dexterity modifier) On a failed save, all attacks
A small lapse in concentration allowed his made against the creature before the end of your turn
legs to be kicked out from under him and he suddenly have advantage.
realized that his assailant had no intention of making
this contest anything close to fair.
Some rogues don’t hesitate to go toe to toe against a
foe, but that doesn’t mean they’re going to fight clean.
Bruisers are some of the roughest, toughest, and
meanest folks to ever walk the streets. Enforcers,
bodyguards, and particularly effective bouncers
frequently fit into this archetype.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with martial weapons and medium armor.
Hard and Fast
Also at 3rd level, you gain more freedom in how you
take advantage of an enemy’s distraction. You can now
perform a Sneak Attack using an unarmed strike as well
as any weapon (including improvised weapons), so long
as it lacks the “Heavy” property.
Rough Landings
By 9th level, you have learned how to knock a victim off Brute, by Pierre Bertin
balance and ensure they can’t land without taking a few
bruises. When you successfully shove a creature, you Filthy Fighting
may choose to activate your Sneak Attack feature so Starting at 17th level, your tactics stop being merely
long as you have advantage on the attack roll or a dirty and become downright filthy. You have learned to
creature hostile to your target that isn’t incapacitated use your Sneak Attack to inflict debilitating effects on
was within 5 feet of it when you made the roll. The your victims. Each time you use your Sneak Attack
damage type dealt from your Sneak Attack dice in this feature, you may choose to roll only half your Sneak
situation is bludgeoning. This counts as using your Attack dice and apply one of the following effects. You
Sneak Attack feature for this turn. cannot use the same effect in two consecutive rounds.
Stay Down Eye Gouge: The target is blinded until the end of its
Also at 9th level, you become adept at preventing your next turn. If the hit was a critical, the effect persists for
victims from getting back up after you knock them an additional round.
down. You can now use your reaction to make an attack Clout on the ear: The target is deafened until the end
of opportunity against any creature stands up from of its next turn. If the hit was a critical, the effect
being prone within 5 feet of you. If you hit, the creature persists for an additional round.
is knocked back down. It is still considered to have used Kneecapper: The target’s speed is reduced to zero
half its movement speed in the attempt. until the end of its next turn. If the hit was a critical, the
effect persists for an additional round.
No Such Thing as a Fair Fight Funnybone: The type of damage dealt from your
By 13th level, You no longer need to wait for the right Sneak Attack dice changes to psychic damage. Any
oppourtunities to suprise your victims, you can create other damage you inflict through this attack remains the
them. By throwing dirt in your victim’s face or same. Additionally, you can force the target to drop one
misdirecting them through your movements, you can item that they are holding. If they are holding more than
one item, you can choose which one they drop.

You might also like