While I like the mechanics behind Brute, do we really need another generic fighter? Champion already does that pretty well.
My main complaint with the Brute is that it misses opportunities to be more flavorful. I think that could be achieved without making the class more complex (because it seems one of the design goals is simplicity). Here's my take at it. Not as powerful by the numbers, but that could be tweaked. I'm mostly thinking of fun/flavorful mechanics:
Brute
Brute Force
Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, if your unmodified attack roll is greater than either of your Intelligence and Wisdom scores, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.
(insert table)
You Are the Brute Squad
Also at 3rd level you gain proficiency in Charisma (Intimidation). If you already have proficiency then your proficiency bonus is doubled.
You’ll Just Make Him Mad
Beginning at 7th level, your obliviousness to discomfort (what others might call “pain”) allows you to shrug off all manner of assault. When required to make any kind of saving throw you may choose to make a Constitution roll instead. If it is a death saving throw, any result greater than 20 counts as a natural 20. You may do this a number of times equal to your Constitution modifier (minimum once), and regain all uses at the end of a short rest.
Additional Fighting Style
(Unchanged. Not terribly interesting, but at least it has the potential to affect playstyle.)
Staggering Blows
Starting at 15th level, when you score a critical hit, your target must make a Constitution saving throw or be stunned until the beginning of your next turn. The DC is equal to 8 + your Strength modifier + your proficiency modifier, and is further increased by 2 if using a weapon two-handed, or by -2 for offhand attacks.
Survivor
(Unchanged...can’t think of anything better at the moment)
I despise Dragonlance (and Warcraft) style "tinker" gnomes; the fact that this became the default archetype for gnomes in D&D from 2E onward just sickens me; it ruined the race and turned them into bad jokes (and has infected every other portrayal of gnomes in fantasy fiction ever since Dragonlance and 2nd Edition D&D (again, just look at the World of Warcraft). Just the mere idea from here of associating the Inventor Wizard with "tinker" gnomes makes me reflexively dislike the subclass, which seemed to me pretty scattershot, unfocused, and uninspiring to begin with.
The Inventor Wizard does nothing for me. I despise Dragonlance (and Warcraft) style "tinker" gnomes; the fact that this became the default archetype for gnomes in D&D from 2E onward just sickens me; it ruined the race and turned them into bad jokes (and has infected every other portrayal of gnomes in fantasy fiction ever since Dragonlance and 2nd Edition D&D (again, just look at the World of Warcraft). Just the mere idea from here of associating the Inventor Wizard with "tinker" gnomes makes me reflexively dislike the subclass, which seemed to me pretty scattershot, unfocused, and uninspiring to begin with. Wearing magitech armor and casting randomly determined unprepared spells? I don't get the connection. It's not that I don't like the idea of mixing magic and technology... I love that. I despise the random slapstick "silly absent-minded professor makes a wacky crazy invention that blows up in his face" feel of it all (which is why I despise "tinker" gnomes.) I greatly prefer the Artificer from many months ago for this kind of concept.
This is probably kicking a hornets nest and potentially thread derailing, but as a person who is unfamiliar with older editions of DnD... What do you want Gnomes to be then?
Granted, I can see having an entire race of "Wacky Hijinks Inventor" getting a bit too much, even though I personally don't mind that character archetype in small doses, but why not have Gnomes be technically minded and a people full of joy and wonder? I mean we have so many different races taking chunks of "short" "lives underground" and "loves wealth" in Fantasy between Dwarves, Goblins, Halflings, Kobolds and Gnomes that I kind of like having SCIENCE and a bit of silly wonderment to help define gnomes as something a bit different from the others.
I think the Brute re-skinned as the ultimate master warrior, being just better at everything through sheer skill and willpower (a Batman-style Badass Normal) is much more fitting to the great mechanics, and I am going to use it as such.
This is probably kicking a hornets nest and potentially thread derailing, but as a person who is unfamiliar with older editions of DnD... What do you want Gnomes to be then?
Granted, I can see having an entire race of "Wacky Hijinks Inventor" getting a bit too much, even though I personally don't mind that character archetype in small doses, but why not have Gnomes be technically minded and a people full of joy and wonder? I mean we have so many different races taking chunks of "short" "lives underground" and "loves wealth" in Fantasy between Dwarves, Goblins, Halflings, Kobolds and Gnomes that I kind of like having SCIENCE and a bit of silly wonderment to help define gnomes as something a bit different from the others.
I think too many people have been caught up in the dragonlance gnomes and WoW gnomes. My general understanding of gnomes in 2e were the forest gnomes with tinker gnomes being more or less dragonlance only. I normally associate gnomes with illusions more so than gadgets, and that is because of 2e that I make that association.
Sent from my [device_name] using EN World mobile app
The idea of the gnome as the tech-involving inventor really caught on as it gave them a unique identity. Something they had to themselves that wasn't being compared to other races
I mean, Chance just described why some other ones haven't caught on "They're dwarves but more different" isn't exactly an inspiring concept for a player race. Being inventors was the first time they got something of their own, along with the whole heavy fey influence in 4E
Gnomes = Elf Halflings?![]()
That may be true, but laser cannons also would have given them a unique identity. Doesn't mean that it fits with the genre/aesthetic that many people want to imagine when playing D&D.
Otherwise... yeah, they are the strange child of halflings and dwarves. They mine and smith like dwarves, but they are shorter, less hairy and live in hills like halflings, but no one in their entire civilization farms so they aren't halflings and I guess no halflings smith either...It just doesn't work out if you have to assume they can create sustainable cities and villages. Smithing and Farming are jobs too important to just not do.
Weren't Mystaran gnomes into mechanisms and magic analogues of technology? Was it just the Top Ballista supplement, or a more general setting thing?As I recall, one of the 2E settings birthed the Gnomes as mad inventors (I believe you were right - it was Dragonlance) and then they became fey related... I prefer the humbler, homier, sneakier, Dwarf related ones myself.
*edit* for clarity and rambling memories![]()
It works out if they trade what they do for what someone else does. It's basic economics. In the real world specialization improves productivity and requires trade to gain what else we need / want. None of us are independent of others on an individual level and nations are not on that level. So, having fantasy races specialize just requires a system of trade among the different races. Next up comparative and absolute advantage... agh!!! I'm at work
*edit* I teach. History, political science and economics. I had a flashback to basic economics...
Weren't Mystaran gnomes into mechanisms and magic analogues of technology? Was it just the Top Ballista supplement, or a more general setting thing?
I don't like the Dragonlance Tinker gnomes because they were a tragedy (race cursed by their creator IIRC) that was generally just used for comic relief.
The Eberron Gnomes, I am a fan of however, but they are much closer to the Forest gnomes of previous incarnations than the Tinker gnomes of Dragonlance. Their society and place in the setting feels much more unique and coherent to me than gnomes from other settings.
LOL, I can feel that. Just took a macroeconomics class in the last few years.
The problem with that theory is that such a system of trade generally doesn't exist in our conceptions of these fantasy worlds, and even in our world very few countries that are well off import ALL of their food. And the big advantage we have in the modern world is high levels of transportation. You may be able to create portals or gates, but we generally do not see high magic used in that way.
So, theoretically possible, but not what happens. Then you've got the problem of "hidden gnome villages" suddenly being massive trade hubs...