Gloomhaven Classes

by Chas

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Class     Brute

Brute
Level Proficiency Bonus Features Rampage
1st +2 Act of Violence 1
2nd +2 Form of Violence 2
3rd +2 Clash 2
4th +2 More Violence 3
5th +3 Cruelty, Extra Attack 3

Class Features

As a brute, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Intimidation, Investigation, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, two daggers
  • a martial weapon and a shield
  • (a) two handaxes or (b) two javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Act of Violence

As a brute, you perform various maneuvers and feats of strength using your violent tendencies. The battlefield is no place to hold back, and the brute takes that notion to its extreme, becoming a vehicle of death.

At 1st level, choose three forms of violence that you have perfected. Once per round when you make an attack or take damage, gain a number of Rampage as shown on the class table. You can spend whatever Rampage you have accumulated to perform various acts of violence that you have learned.

You can perform any given violent action only once per round unless otherwise noted. You lose an amount of Rampage indicated on the class table on a round in which you do not make an attack or take damage.

You gain one more form of Violence at 4th level.

Cleave

2 Rampage
When you hit with an attack, make a melee attack against a target adjacent to the creature you damaged. This attack deals only weapon dice damage.

Eye for an Eye

2 Rampage
As a reaction, make a melee attack against a creature that deals damage to you before the end of your next turn. This attack deals only weapon dice damage.

Overwhelming Assault

3 Rampage
When you hit with an attack, double all weapon dice.

Provoking Roar

1 Rampage
An adjacent enemy gains Disadvantage on attacks against allies until the beginning of your next turn.

Skewer

3 Rampage
Gain Reach 10 ft for one attack this round.

Sweeping Blow

1 Rampage
Push one enemy you dealt damage to this turn 5 feet. You can use this ability multiple times per round.

Form of Violence

At 2nd level, you choose how you best express your violent tendencies. This choice makes new class features available to you.

Clash

At 3rd level, when you take damage, gain 1 Rampage. When you are at half or lower hit points gain 2 Rampage instead. This can only happen once per round.

Cruelty

Choose one Act of Violence. Reduce its Rampage cost by 1.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aegis

The brute gains passive options, allowing you to hold back and unleash offense in response to enemy actions while protecting allies.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Protection

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.

Juggernaut

When you end your turn with Rampage equal to your level, gain resistance to all nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

Conflict

The brute focuses on powerful strikes to bring their foes down before they get a chance to retaliate.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Dueling

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.

Class     Cragheart

Cragheart
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 One With the Earth
2nd +2 Spellcasting 2
3rd +2 Affinity 3
4th +2 Rock Tunnel 3
5th +3 Affinity Feature 4 2

Class Features

As a cragheart, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one Artisan's Tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Athletics, Medicine, Nature, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two martial melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • an artisan tool matching your proficiency

Spellcasting

By 2nd level, you have learned to draw on earth magic through your connection with the land to cast spells. See Spells Rules for the general rules of spellcasting and Cragheart Spells for the cragheart spell list.

Preparing and Casting Spells

The Cragheart table shows how many spell slots you have to cast your cragheart spells. To cast one of your cragheart spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cragheart spells that are available for you to cast, choosing from the cragheart spell list. When you do so, choose a number of cragheart spells equal to your Strength modifier + half your cragheart level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level cragheart, you have four 1st-level and two 2nd-level spell slots. With a Strength of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell dirt tornado, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cragheart spells requires time spent in meditation of the land: at least 1 minute per spell level for each spell on your list.

Strength is your spellcasting ability for your cragheart spells, since their power derives from your physical ability. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a cragheart spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Strength modifier

Spell attack modifier = your proficiency bonus +

your Strength modifier

Affinity

A cragheart is a failure, one who could not gain mastery over an element who was exiled from their people. But, that isn't to say a cragheart isn't a powerful individual, and they can choose their own path once free to explore the world and find themself, choosing between two paths.

When you reach 3rd level, discover your inner strength, your true affinity. Your choice grants you features at 3rd level and again at 5th level.

Rock Tunnel

At 4th level you can gain a burrow speed equal to your base speed for a number of rounds equal to your Constitution modififer. You can Rock Tunnel again after a short rest.

Affinities

A cragheart has a natural draw, a way where they find that they just fit. They do not choose their path, they discover who they are. A cragheart does not feel complete until this time.

Earth Affinity

While a cragheart has true mastery over none of the elements, their ties to the earth remain strong. For some this is their calling, and even though they do not have the discipline or precision of a true earthen mater, they can perform feats of great power.

One With the Earth

You have a closeness to the land, gaining powers from this connection. When casting a spell of the conjuration school of the earth element, you infuse the area around yourself with the elemental plane of earth. This earth aura lasts until the end of your next turn before dissipating.

When casting an evocation of the earth element, you can use that infusion to power up the spell by casting it as if it were one level higher. Alternately, when making a melee attack, you can use the infusion to deal an additional 1d8 magic bludgeoning damage.

Earth Affinity Spells

The earth affinity cragheart gains two cantrips from this list: booming blade, mending, mold earth, and thorn whip.

In addition, they always have the following spells prepared.

Cragheart Level Spells
1st Entangle, Healing Word
5th Aid, Barkskin

Backup Ammunition

At 5th level your connection with the earth becomes such that you can modify your earth spells. You gain the ability to add a second, different, target to any single target spell.

Sentient Growth

At 5th level, whenever an ally is within the area of effect of one of your spells, they are healed 1d4 hit points per spell level in addition to any other damage or effects.

Physical Affinity

You draw upon your physical strength as well as your connection to the earth to combine the two into a single devastating power. This rejection of your people's natural path may be difficult to accept, but it is who you are, and you will embrace it with a fervor.

Thaumaturgy

You can expend a spell slot when you make a melee attack in order to imbue the attack with a thaumaturgical effect. Choose from the list below. You gain a thaumatury at 3rd level and again at 5th level.

Crushing Grasp

Use after a successful hit. Your attack drops the target's speed to 0 for one round per spell level expended.

Heaving Swing

Use after a successful hit. You push your target back 5 ft per spell level expended.

Explosive Punch, Requires 5th level

Shatter and destroy an attacked object that is 5 ft. cube in size or smaller for every level of spell expended. Make an attack against all enemies adjacent to the object, dealing 2d8 + Strength modifier damage to them.

Unstable Upheaval

You deal 2 damage per spell level expended to all adjacent creatures before making your attack.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cragheart Spells

Level 1

Avalanche

Conjuration (earth)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You reach out and touch the ground beneath your feet. Two pillars of earth rise up next to you, blocking all movement through that area.

Dirt Tornado

Evocation (earth)


  • Casting Time: 1 Action
  • Range: 20 ft
  • Components: V, S
  • Duration: Instantaneous

A whirlwind of dust and debris erupts from the target location in a 10 foot radius. Enemies in the area must make a Dexterity saving throw. Those that fail take 1d6 damage. Everyone in the area, including allies, has Disadvantage on all attacks until the end of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Earthen Clod

Evocation (earth)


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, S
  • Duration: Instantaneous

Your spell kicks up rocks, debris, or anything else on the ground to fly through the air toward the target. The target must make a Dexterity saving throw. A target takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a 2nd level slot, the target is restrained for one round.

Massive Boulder

Evocation (earth)


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

You swing your arm and a large rock in conjured into the air, hurling toward the target. Make a ranged spell attack roll. On a hit, the target takes 2d4 bludgeoning damage. All creatures adjacent to the target must make a Dexterity saving throw or take 1d4 damage.


At Higher Levels. When you cast this spell using a 2nd level slot, the target is restrained for one round.

Level 2

Forceful Storm

Evocation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

Your next melee attack deals an additional 2d6 bludgeoning damage.

Nature's Lift

Conjuration


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

Two creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot level above 2nd.