Majorly muscled mercenaries. Making friends is not what they do best


Class features:

Brutes can have up to 1 pokémon without penalty
Can train pokémon of Rock, Steel, Fighting, Ground

Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per fighter level after 1st

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival

Backpack containing: Sleeping bag, pot and pan, flint and tinder, rations, travellers clothes
2 pokéballs
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Combo!!!
4th +2 Ability Score
5th +3

Fighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later
get to choose again.
You gain a +2 bonus to attack rolls you make with
ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Great Weapon Fighting
When 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.
When 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Second Wind
You 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

Action Surge
Starting at 2nd level, you can push yourself or your pokémon beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.
Once 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.

Roll a d3 to decide how many times your pokemon can attack. Can be used once per day.

Ability Score Improvement
When 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’t increase
an ability score above 20 using this feature.



PokeRPG nathanflanagan151 nathanflanagan151