=====The Brave===== **Braves are those who have embraced the old way, shunning the more "modern" world brought to the Weird West They show their dedication to the old ways by marking themselves with tattoos, brands, or simply carving the old wrights into their skin** //You must have a Strength score of 13 or higher in order to multiclass in or out of this class.// ---- ==== The Brave ==== {{tablelayout?rowsHeaderSource=Auto&colwidth=",,267px"}} ^ Level ^ Proficiency Bonus ^ Features ^ | 1st | +2 | | | 2nd | +2 | | | 3rd | +2 | | | 4th | +2 | | | 5th | +3 | | | 6th | +3 | | | 7th | +3 | | | 8th | +3 | | | 9th | +4 | | | 10th | +4 | | | 11th | +4 | | | 12th | +4 | | | 13th | +5 | | | 14th | +5 | | | 15th | +5 | | | 16th | +5 | | | 17th | +6 | | | 18th | +6 | | | 19th | +6 | | | 20th | +6 | | ---- ====Class Features==== As a Brave, you gain the following class features. ===Hit Points=== * **Hit Dice:** 1d12 per Brave level * **Hit Points at 1st Level:** 12 + your Constitution modifier * **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per Brave level after 1st ===Proficiencies=== * **Weapons:** Simple weapons, martial weapons * **Tools:** None * **Saving Throws:** Strength, Constitution * **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival ===Equipment=== You start with the following equipment, in addition to the equipment granted by your background: ===Rage=== In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: * You have advantage on Strength checks and Strength saving throws. * When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Brave table. * You have resistance to bludgeoning, piercing, and slashing damage. * If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. ===Unarmored Defense=== Your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. ===Danger Sense=== At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. ===Reckless Attack=== Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ====Primal Mark==== At 3rd level, you choose your path by marking yourself with a totem. * Mark of the Beasts * Mark of the Storm * Mark of the Undying ---- ===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. As normal, you can't increase an ability score above 20 using this feature. ===Extra Attack=== Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ===Fast Movement=== Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. ===Persistent Rage=== Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. ===Indomitable Might=== Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. ===Primal Champion=== At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.