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jokomaisu

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Bravo

Bravos are fighters specialized in city life and in operating among commoners, criminals, and guards of all kinds, rather than in the wilderness, on the battlefields, or in dungeons filled with monsters.  A bravo is a fighter who has specialized in the protection of a big fish, in intimidation methods, and in the surveillance of places and people: in short, the perfect hitter, gorilla, and henchman on some rich patron's payroll. Hired swords, bodyguards, hitmen on the edge of the law, or more likely outside of it: this is the kind of gallows notoriety and reputation that accompanies a bravo. Their appearance is extremely variable, but usually does not ignore a wide brimmed hat, scars, dark cape or cloak, a belt bristling with hilts, and worn but well-polished boots.

Streetfighters, halfway between guards and criminals, the bravos are experts when it comes to fighting in the alleys or the backstreets, often treacherous and always ready to pull dirty tricks and foul play. They are perfect for intimidating an insolvent debtor or some priest unable to "read between the lines" when he's told some things are to be done differently. Their qualities and experience make them as useful in peaceful conditions as armigers, soldiers, and battle masters are in wartime.

The Bravo Table

Level

Proficiency
Bonus

Features
1 +2

Exploit Footing, Nightwatch, Perceptive Stance, Unarmed Fighting

2 +2

Closed Helm, Iron Will

3 +2

Bloody Flourish, Disheartening Presence, Street Fighter

4 +2

Ability Score Improvement, Back to Back, Second Wind

5 +3

Extra Attack, Clearsight Sentinel, Practiced Roll

6 +3

Use the Pain, Size Up

Class Features
As a Bravo, you gain the following class features.

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

Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
You begin the game with 140 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Exploit Footing
Deftly surging forward and weaving around your opponent, when their attack fails you quickly move around your foe and force them to stumble.

When a creature makes a melee weapon attack against you with advantage and misses, or when it has disadvantage and both attack rolls would miss, you can use your reaction to trip it. The creature makes a Dexterity saving throw or is knocked prone. The DC to resist this effect is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.

Once you use this feature, you can’t use it again until you finish a long rest.


Nightwatch
You are used to sleeping light and making the most of your rest.

When taking a short rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.


Perceptive Stance
Nothing within your sight is of minor significance and you take in your surroundings with great care even as arrows fly and blades clash upon shields.

You use a bonus action to activate this stance. Your passive Perception score increases by 3. In addition, you gain a knack die on Perception checks. This stance remains active until you are knocked unconscious, stunned, activate a different stance, begin a short rest, or choose to end it on your turn.

Once you use this feature, you can’t use it again until you finish a long rest.


Unarmed Fighting
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you may deal 1 + your Strength modifier damage to any creature you are grappling.


Level 2


Closed Helm
You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking.

Creatures have disadvantage on Insight checks made against you. In addition, you gain a knack die on saving throws against being charmed or frightened.


Iron Will
Withdrawing into your mind, you focus and concentrate to steel your nerves.

When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 3


Bloody Flourish
You’ve integrated your ability to please the crowd into ways to impress and intimidate your enemies.

You treat any weapon you wield and armor you wear as if it had the Flamboyant property.

In addition, whenever you score a critical hit with a weapon attack you may make sure your strike is as bloody and gruesome as possible, making an Intimidation check. Each hostile creature within 20 feet of you makes a Wisdom saving throw against a DC equal to the result of your Intimidation check. On a failure, a creature becomes frightened of you until the end of your next turn.


Disheartening Presence
You gain proficiency in the Intimidation skill. You can also add your Strength modifier every time you make an Intimidation check.


Street Fighter
You learn some low blows that are fueled by special dice, called foul play dice.

Foul Play Dice. You have four foul play dice, which are d8s. A foul play die is expended when you use it. You regain all of your expended foul play dice when you finish a short rest or long rest.

Saving Throws. Some of your low-blows require your target to make a saving throw to resist the low blow's effects. The low blow saving throw DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Low Blows. You learn three low blows of your choice. Many low blows enhance an attack in some way. You can use only one low blow per attack.

Counterkick
When a creature within 5 feet of you attempts to cast a spell, you can use your reaction and expend one foul play die to make an unarmed attack against that creature. If that attack hits, add the foul play die to the attack's damage roll, and the creature must make a Constitution saving throw against your low blow save DC to not lose the spell. On a failure, the creature's spell has no effect.

Cut-and-run
When you hit a creature with a melee weapon attack, you can expend one foul play die to attempt to cripple the target and prepare to run away. The affected creature can't make opportunity attacks and its speed is halved for number of rounds equal to the number you roll on your foul play die.

Human Shield
When another creature attacks you, you can use your reaction and spend a foul play die to deflect the attack against a friendly creature within range of the attacker’s weapon. You reduce the damage inflicted by the number you roll on your foul play die + your Strength or Dexterity modifier.

Infamous Attack
When you hit a creature with a weapon attack, you can expend one foul play die to attempt to push the target into attacking a friendly creature within 5 feet of you. You add the foul play die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against anyone other than the friendly creature you chose until the end of your next turn.

Sand in the Eyes
When you hit a creature with a weapon attack, you can expend one foul play die to distract the target. You add the foul play die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failure, the target creature has disadvantage on all attack rolls until the end of your next turn.

Sudden Head Butt
When you hit a creature with a melee weapon attack, you can expend one foul play die to hit it with a headbutt. From the beginning of the next round, the target's initiative is reduced by a number equal to the number you roll on your foul play die.


Level 4


Ability Score Improvement
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.


Back to Back
You know how to fight while surrounded by foes and can quickly instruct an ally on how to move in concert to survive against an overwhelming number of foes.

You use a bonus action and choose an ally within 5 feet. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions, and both of you are unmounted, you and your ally increase your AC by 2.

In addition, each of you gets an extra reaction that can be used before the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.


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 bravo level.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 5


Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Clearsight Sentinel
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).


Practiced Roll
With a series of low steps and somersaults you expertly maneuver around opponents.

You use a bonus action to move 20 feet. This movement doesn’t provoke opportunity attacks from creatures you can see.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 6


Use the Pain
Seizing on the surge of adrenaline that comes from suffering a severe blow, you lash out with a vengeful strike.

When a creature makes a critical hit against you using a melee weapon attack, you can use your reaction to make a melee weapon attack against it.

Once you use this feature, you can’t use it again until you finish a long rest.


Size Up
Your combat experience against a wide variety of foes has given you a good eye for evaluating threats.

You can use a bonus action to determine the CR of a creature you can see within 200 feet, and the highest DC for that creature’s attacks and/or abilities.


Edited by jokomaisu (see edit history)

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