Simple Melee

Martial Melee

Simple Ranged

Martial Ranged

Spellcasting Foci



Brutality

A weapon is most brutal when an attack roll scores a critical hit. This is where Brutality may trigger. There are two categories of Brutality: Low, and High. Low is easier to achieve with lesser effects, while High is more difficult and improves or adds more effects.

Brutality triggers based on chance when a critical hit is scored. The chance dictates whether there is a Brutality effect and if it is Low or High. The Brutality effect is dependent on the weapon and the results of the chance roll. When rolling critical weapon damage dice, if the rolled numbers are equal to or higher than a specific number, a Brutality effect is triggered. Extra static damage, rerolls, or other dice do not count towards determining Brutality effects.

Many spells do not have attack rolls, instead forcing the creature(s) to make a saving throw. To allow spellcasters some added variety in their tool of choice, a slightly different Brutality trigger is added to the spellcasting foci. When a character holds a focus and casts a spell, they roll a d100 and add 5 for each level of spell slot that was used. If the total is 93 or higher, Low Brutality triggers. If it is 98 or higher, High Brutality triggers as well.

VARIANT RULES below the entry! (CLICK HERE)

New Properties

  • Bone Breaking: A weapon with this property deals 2 extra damage on unarmored targets, 1 extra damage on lightly armored targets but 2 less damage on medium/heavy armored targets. Natural armor has no bonuses or penalties.
  • Concealed: A weapon with this property is easy to hide. You have advantage on Stealth or Sleight of Hand checks to conceal this weapon.
  • Anti-Shield: A weapon with this property deals extra damage equal to half the attacker's Strength modifier (rounded up) against targets that use a shield.
  • Shield Bypass: A weapon with this property, ignored the AC of a shield on the target.
  • Rendering: Attacking with two weapons that have this property adds +1 to each damage instance after the first (resets at end of the round).
  • Haphazard: A weapon with this property cannot be used together with a shield.
  • Parrying: While holding a weapon with this property, your AC against melee attacks increases by 1. It doesn't stack from multiple weapons.
  • Pairing / Unpairing: When dual wielding weapons with these properties you get +1 to attack rolls if you have two same/different weapons.



Simple Melee Weapons


Name

Damage Die

Damage Type

Cost

Weight

Properties

Brass Knuckles -- -- 3 sp 0.5 lb Special
Club d4 Bludgeoning 1 sp 2 lb Bone Breaking, Light, One-Handed
Dagger, Normal d4 Piercing 2 gp 1 lb Concealed, Finesse, Light, Thrown (20/60), One-Handed
Dagger, Triblade d4 Piercing
100 gp 1 lb Finesse, Light, Special, Thrown (20/60), One-Handed
Greatclub d10 Bludgeoning 2 sp 10 lb Bone Breaking, Heavy, Two-Handed
Handaxe d6 Slashing
5 gp 2 lb Light, Thrown (20/60), One-Handed
Javelin d6 Piercing
5 sp 2 lb Thrown (30/120), One-Handed
Light Hammer d6 Bludgeoning
2 gp 2 lb Bone Breaking, Light, Thrown (20/60), One-Handed
Mace d6 Bludgeoning 5 gp 4 lb Anti-Shield, One-Handed
Quarterstaff/Staff d4 Bludgeoning
2 sp 4 lb Special, Versatile (d6)
Sickle d4 Slashing
1 gp 2 lb Light, Finesse, Shield Bypass, One-Handed
Spear d6 Piercing 1 gp 3 lb Versatile (d8)

Brass Knuckles

Special: For all effects and purposes, the brass knuckles do not count as weapons. The damage die and type are determined by your Unarmed Strike modifiers.

Low Trigger: At least one die has rolled it's maximum result.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled their maximum result.

High Effect: The target is affected by the Staggered, Deafened, and Blinded conditions until the start of your next turn.


Club

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled a 4.

High Effect: The Dazed condition lasts for 1 minute.


Dagger, Normal & Triblade

Special (Triblade): Attacks score a critical hit on a roll of 19 or 20.

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is affected by the Hemorrhage (10) condition until the start of your next turn.

High Trigger: Both dice have rolled a 4.

High Effect: The intensity of the Hemorrhage condition increases to 30.


Greatclub

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled 9 or higher.

High Effect: The Dazed condition lasts for 5 rounds.


Handaxe

Low Trigger: At least one die has rolled a 6.

Low Effect: The target suffers a -2 penalty to attack rolls until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: The penalty increases by an amount equal to your proficiency bonus.


Javelin

Low Trigger: At least one die has rolled a 6.

Low Effect: The target has disadvantage on attack rolls until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: The attack deals bonus damage equal to your Strength modifier.


Light Hammer

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled 4.

High Effect: The target can make only one attack until the start of your next turn.


Mace

Low Trigger: At least one die has rolled a 6.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: The target also becomes vulnerable to bludgeoning damage while under the Staggered effect triggered by this weapon.


Quarterstaff & Staff

Special: When used one-handed, they gain the Reach property. When used two-handed, they gain the Bone Breaking property.

Low Trigger: At least one die has rolled 4 or higher.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled 4 or higher.

High Effect: While Staggered by this effect, the target cannot take the Attack Action.


Sickle

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is affected by the Frightened condition until the start of your next turn.

High Trigger: Both dice have rolled a 4.

High Effect: You can make an additional attack against the target using the sickle.


Spear

Low Trigger: At least one die has rolled a 6.

Low Effect: The target's speed is reduced by 15 until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: Apply your Strength modifier two (2) additional times to the damage total.


Martial Melee Weapons


Name

Damage Die

Damage Type

Cost

Weight

Properties

Battleaxe d8 Slashing 20 gp 4 lb Rendering, Versatile (d10)
Chakram d6 Slashing 75 gp 1 lb Finesse, Light, Thrown (30/120), Special, One-Handed
Dagger, Parrying d4 Piercing 60 gp 1 lb Finesse, Light, Parrying, Thrown (20/60), One-Handed
Double-Blade Scimitar 2d4 Slashing
100 gp 5 lb Haphazard, Special, Versatile (d4+d6)
Flail d8 Bludgeoning 10 gp 2 lb Heavy, Shield Bypass, One-Handed
Glaive d10 Slashing
20 gp 6 lb Heavy, Two-Handed
Greataxe d12 Slashing
30 gp 7 lb Heavy, Two-Handed
Greatsword 2d6 Slashing
50 gp 6 lb Heavy, Two-Handed
Halberd d10 Piercing
20 gp 6 lb Heavy, Reach, Two-Handed
Heavy Flail d10 Bludgeoning
20 gp 9 lb Heavy, Reach, Shield Bypass, Two-Handed
Lance d12 Piercing
10 gp 8 lb Heavy, Reach, Special, Two-Handed
Longsword d8 Slashing
15 gp 3 lb Versatile (d10)
Maul 2d6 Bludgeoning
10 gp 
10 lb Anti-Shield, Heavy, Two-Handed
Morningstar d8 Bludgeoning
15 gp 4 lb Anti-Shield, One-Handed
Nodachi 3d4 Piercing
60 gp 9 lb Heavy, Two-Handed
Orcish Cleaver d6 Slashing
5 gp 4 lb Finesse, Light, Rendering, One-Handed
Pike d8 Piercing
10 gp 18 lb Heavy, Reach, Special, Two-Handed
Rapier d8 Piercing
25 gp 2 lb Finesse, One-Handed
Scimitar d6 Slashing
25 gp 1 lb Finesse, Light, Pairing, One-Handed
Scythe d8 Slashing
40 gp 4 lb Finesse, Reach, Shield Bypass, Two-Handed
Shortsword d6 Piercing
10 gp 1 lb Finesse, Light, Special, Unpairing, One-Handed
Trident d6 Piercing
10 gp 4 lb Parrying, Thrown (30/90), Versatile (d8)
Warhammer d8 Bludgeoning
15 gp 3 lb Versatile (d10)
Whip d4 Slashing
5 gp 3 lb Finesse, Reach, Shield Bypass, One-Handed


Battleaxe

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target suffers a penalty to attack rolls equal to your proficiency bonus, until the start of your next turn

High Trigger: Both dice have rolled 7 or higher.

High Effect: The penalty increases by an amount equal to your Strength modifier, up to a maximum of 10.


Chakram

Special: When thrown, it can hit multiple targets (same attack roll) and returns, as long as the total path between targets does not exceed 20 feet. The additional targets take damage equal to your Dexterity modifier. On a fumble (1), the weapon does not return.

Low Trigger: At least one die has rolled a 6.

Low Effect: You can take an additional Bonus Action this turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: Until the start of your next turn, your movement speed increases by 15 feet, and Opportunity Attacks against you have disadvantage.


Dagger, Parrying

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is affected by the Hemorrhage (10) condition until the start of your next turn.

High Trigger: Both dice have rolled a 4.

High Effect: The intensity of the Hemorrhage condition increases to 30.


Double-Blade Scimitar

Low Trigger: At least 2 dice have rolled a 4 or higher.

Low Effect: Increase the damage equal to your Proficiency Bonus.

High Trigger: At least 4 dice have rolled 4 or higher.

High Effect: Increase the damage equal to your Strength Modifier.

Flail

Low Trigger: At least one die has rolled a 7 or higher.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled 7 or higher.

High Effect: Up to two targets adjacent to you take damage equal to your highest class level.


Glaive

Low Trigger: At least one die has rolled a 10 or higher.

Low Effect: The target has disadvantage on all Strength Checks and Saving Throws until the start of your next turn.

High Trigger: Both dice have rolled 8 or higher.

High Effect: Apply your Strength modifier two (2) additional times to the damage total.


Greataxe

Low Trigger: At least one die has rolled a 10 or higher.

Low Effect: The target suffers a penalty to their attack rolls equal to your proficiency bonus, until the start of your next turn.

High Trigger: Both dice have rolled 10 or higher.

High Effect: The attack targets every creature within your reach. Each creature hit in this way takes the same critical damage and penalty as the primary target.


Greatsword

Low Trigger: At least one die has rolled a 6.

Low Effect: The target has a -1 to attack rolls until the start of your next turn.

High Trigger: Both dice have rolled a 6.

High Effect: The target suffers a level of Exhaustion until the start of your next turn.


Halberd

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target's speed is reduced by 10 feet until the start of your next turn.

High Trigger: Both dice have rolled 8 or higher.

High Effect: The target is knocked Prone and it's speed is reduced to 0 until the start of your next turn.


Heavy Flail

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target cannot use a weapon and suffers a -2 penalty to attack rolls until the start of your next turn.

High Trigger: Both dice have rolled 8 or higher.

High Effect: The target suffers a -1 penalty to AC and a -2 penalty to Strength, Dexterity, and Constitution Saving Throws until the start of your next turn.


Lance

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Low Trigger: At least one die has rolled a 10 or higher.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled 10 or higher.

High Effect: The target is also knocked Prone and off their mount (if mounted). The target cannot stand up from prone until the start of your next turn, but they can still crawl.


Longsword

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target's speed is halved, and you do not provoke Opportunity Attacks from them until the start of your next turn.

High Trigger: Both dice have rolled 7 or higher.

High Effect: The target's speed becomes 0, and you do not provoke Opportunity attacks from them until the start of your next turn.


Maul

Trigger: One or more die have rolled a 6.

Effect: For each 6 rolled, the target suffers a -1 penalty to AC until the start of your next turn. Additionally, they are pushed 5 feet in any direction (targets two sizes larger are pushed half the distance).


Morningstar

Low Trigger: At least one die has rolled an 8.

Low Effect: The target is affected by the Dazed condition until the start of your next turn.

High Trigger: Both dice have rolled 7 or higher.

High Effect: If the target is wielding a non-magical shield, the shield is destroyed. Otherwise, the target takes an additional 2d8 damage.


Nodachi

Low Trigger: The total rolled damage is 18 or higher.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: The total rolled damage is 20 or higher.

High Effect: The target is instead affected by the  Staggered condition at the start of every round for 5 rounds.. Creatures with legendary resistances can spend 2 uses to resist the effect.


Orcish Cleaver

Low Trigger: At least one die has rolled a 6.

Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a -3 penalty to the chosen attribute's Saving Throws until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: The attack deals extra damage equal to your proficiency bonus.


Pike

Special: You have disadvantage when you use a pike to attack a target within 5 feet of you. When you attack a target that is moving closer to you (through a Ready Action), it deals 2d8 damage. The Reach property of this weapon is 5 feet greater than normal (+10).

Low Trigger: At least one die has rolled a 7 or 8.

Low Effect: You push the target 5 feet opposite of you.

High Trigger: Both dice have rolled 7 or higher.

High Effect: The target's movement is reduced by half of their total. This could stop them if they have no movement left.

Rapier

Low Trigger: At least one die has rolled a 7 or higher.

Low Effect: Until the start of your next turn, you do not provoke Opportunity Attacks from the attack's target.

High Trigger: Both dice have rolled a 6 or higher.

High Effect: The attack deals extra damage equal to your highest class level.


Scimitar

Low Trigger: At least one die has rolled a 6.

Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a -3 penalty to the chosen attribute's Saving Throws until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: The target also has disadvantage on the chosen Saving Throws until the start of your next turn.


Scythe

Low Trigger: At least one die has rolled an 8.

Low Effect: The target is affected by the Frightened condition until the start of your next turn.

High Trigger: Both dice have rolled 7 or higher.

High Effect: The target must use it's reaction (if it has one available) to move away from you, up to it's maximum speed.


Shortsword

Special: When determining the damage, you can choose between Piercing or Slashing.

Low Trigger: At least one die has rolled a 6.

Low Effect: Choose one between Strength, Dexterity, or Constitution. The target suffers a -3 penalty to the chosen attribute's Saving Throws until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: Until the start of your next turn, the target provokes Opportunity Attacks from you when taking the Attack or Cast a Spell actions.


Trident

Low Trigger: At least one die has rolled a 6.

Low Effect: The target has disadvantage on Saving Throws to maintain concentration until the start of your next turn.

High Trigger: Both dice have rolled 5 or higher.

High Effect: Until the start of your next turn, if the target provokes an Opportunity Attack from you, you can make two attacks instead of one.


Warhammer

Low Trigger: At least one die has rolled an 8 or higher.

Low Effect: The target suffers a -2 penalty to AC until the start of your next turn.

High Trigger: Both dice have rolled 7 or higher.

High Effect: The target is also knocked Prone.


Whip

Low Trigger: At least one die has rolled a 4.

Low Effect: The target is Grappled by you until the start of your next turn.

High Trigger: Both dice have rolled a 4.

High Effect: The attack deals additional damage equal to your highest class level. If the target is no more than 1 size larger than you, they are also pulled up to 10 feet toward you and is knocked Prone.


Simple Ranged Weapons


Name

Damage Die

Damage Type

Cost

Weight

Properties

Light Crossbow d8 Piercing 25 gp 5 lb Ammunition (80/320), Loading, Two-Handed
Shortbow d6 Piercing 25 gp 2 lb Ammunition (80/320), Two-Handed
Sling d4 Bludgeoning 1 sp 1/4 lb Ammunition (30/120), One-Handed


Light Crossbow

Low Trigger: One or more dice have rolled an 8.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled a 7 or higher.

High Effect: The attack deals an additional 5 points of damage, and the target cannot make Opportunity Attacks until the start of your next turn.


Shortbow

Low Trigger: At least one die has rolled a 6.

Low Effect: The target is affected by the Hemorrhage 12 condition.

High Trigger: Both dice have rolled a 5 or higher.

High Effect: Until the start of your next turn, if the target moves away from you, you can make an attack against them as a reaction.


Sling

Low Trigger: At least one die has rolled a 4.

Low Effect: The attack deals additional damage equal to your proficiency bonus.

High Trigger: Both dice have rolled a 4.

High Effect: The attack deals additional damage equal to your level.


Martial Ranged Weapons


Name

Damage Die

Damage Type

Cost

Weight

Properties

Blowgun d2 Piercing 10 gp 1 lb Ammunition (25+5*CON mod/50+10*CON mod), Special
Greatbow d10 Piercing 100 gp 10 lb Ammunition (200/800), Heavy, Two-Handed
Hand Crossbow d6 Piercing 75 gp 3 lb Ammunition (30/120), Loading, Two-Handed
Heavy Crossbow d10 Piercing
50 gp 18 lb Ammunition (100/400), Heavy, Loading, Two-Handed
Longbow d8 Piercing 50 gp 2 lb Ammunition (150/600), Heavy, Two-Handed


Blowgun

Special: You can use either Dexterity or Intelligence for attack rolls made with this weapon. The reliable range is 25 + 5x CON modifer (feet). Unreliable range is double the reliable range. Upon a hit, the dart deals damage and applies the effects of any applied venom/poison. If the attacker is hidden and misses their attack, they remain hidden.

Trigger: Both dice have rolled a 2.

Effect: The target has disadvantage on the Saving Throw to resist the dart's effects.


Greatbow

Special: Due to it's size, this bow requires a Strength score of 13 or higher in order to be used.

Low Trigger: At least one die has rolled a 10.

Low Effect: The target is affected by the Hemorrhage 24 condition.

High Trigger: Both dice have rolled a 9 or higher.

High Effect: The target is knocked Prone, and you have advantage on your attacks against the target as opposed to disadvantage due to the prone condition, while it remains prone.


Hand Crossbow

Low Trigger: At least one die has rolled a 6.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled a 5 or higher.

High Effect: The target has disadvantage on Ability Checks until the start of your next turn.


Heavy Crossbow

Low Trigger: At least one die has rolled a 10.

Low Effect: The target is affected by the Staggered condition until the start of your next turn.

High Trigger: Both dice have rolled a 9 or higher.

High Effect: The target takes double the damage and the bolt pierces through, continuing in a straight line, up to 60 feet. The next creature in it's path takes 2d10 piercing damage.


Longbow

Low Trigger: At least one die has rolled an 8.

Low Effect: The target is affected by the Hemorrhage 18 condition.

High Trigger: Both dice have rolled a 7 or higher.

High Effect: Until the start of your next turn, all attacks against the target that originate from the opposite side of you (the target being the center), have advantage.


Spellcasting Foci


Name

Cost

Weight

Classes

Amulet 5 gp 1 lb Cleric, Paladin
Animal Part 1 cp 2 lb Druid, Ranger
Crystal 10 gp 1 lb Sorcerer, Warlock, Wizard
Emblem 5 gp 0-1 lb Cleric, Paladin
Orb 20 gp 3 lb Sorcerer, Warlock, Wizard
Ornate Staff 10 gp 4 lb Sorcerer, Warlock, Wizard
Percussion Instrument 2-50 gp 6-18 lb Bard
Plant Part 1 cp 0-1 lb Druid, Ranger
Reliquary 5 gp 5-10 lb Cleric, Paladin
Rod 10 gp 3 lb Sorcerer, Warlock, Wizard
String Instrument 2-50 gp 4-10 lb Bard
Wand 19 gp 3 lb Sorcerer, Warlock, Wizard
Wind Instrument 2-35 gp 2-10 lb Bard

Brutality Effects

For every spellcasting focus, the chance to trigger Brutality is the same. A d100 is rolled when a spell is cast and a bonus is added based on the spell slot level used (+5 per level).

Low Trigger: 93 or higher.

High Trigger: 98 or higher.


Amulet

Low Effect: Until the start of your next turn, Opportunity Attacks against you have disadvantage.

High Effect: Until the start of your next turn, missed Opportunity Attacks against you give you 10 feet more movement.


Animal Part

Low Effect: Until the start of your next turn, you gain a +2 bonus to Saving Throws to maintain Concentration.

High Effect: You gain an additional Action this turn.


Crystal

Low Effect: Your maximum hit points increase by 2 + 2x your level. This effect lasts for 1 minute..

High Effect: You gain temporary hit points equal to 2 + 2x your level


Emblem

Low Effect: You gain temporary hit points equal to 1 + the level of spell slot used.

High Effect: Until the end of this turn, your Channel Divinity requires a Bonus Action instead of an Action.


Orb

Low Effect: Until the end of your turn, you can take one of the following actions as a free action: Dash, Disengage, Hide, Search, or Object Interaction.

High Effect: At the end of your turn, you may reroll your Initiative for this combat.


Ornate Staff

Low Effect: Until the start of your next turn, you gain a +2 bonus to your AC.

High Effect: Each creature of your choice within 5 feet of you can be pushed 10 feet away.


Percussion Instrument

Low Effect: Until the start of your next turn, you and any allies that can hear you gain a +1 bonus to Saving Throws.

High Effect: The bonus increases to +3.


Plant Part

Low Effect: During this turn, you can reroll up to 2 of the spell's damage or healing dice.

High Effect: Treat any of those dice that rolled average or higher as if you rolled the maximum on the die.


Reliquary

Low Effect: You regain a use of your Channel Divinity.

High Effect: At the end of your turn, Sanctuary is cast on you as if you had cast it yourself, without expending any spell slot. If you already have Sanctuary on yourself, then Spiritual Weapon is cast instead. You do not need to have these spells prepared to gain this benefit.


Rod

Low Effect: You can reroll up to 2 dice of the spell's initial damage.

High Effect: The spell's initial damage is increased by 20%.


String Instrument

Low Effect: Until the start of your next turn, treat any Bardic Inspiration roll of 3 or lower as a 4.

High Effect: Regain one use of Bardic Inspiration. If you have 0 uses left, you regain 2 instead.


Wand

Low Effect: Until the start of your next turn, you gain a +2 bonus to Saving Throws to maintain Concentration.

High Effect: If the cast of a Concentration spell triggered this Brutality effect, Saving Throws to maintain it have advantage until you lose Concentration. If you already have advantage, roll a third d20 and keep the highest roll.


Wind Instrument

Low Effect: Until the start of your next turn, you may have the targets of the spell suffer a -1 penalty to Saving Throws.

High Effect: The penalty increases to -3.


VARIANT RULES

Not everyone might like relying on chance to trigger brutality and have some cool effects, or the situation that triggers them might not really matter. A variant rule to for those who prefer less randomness is to give each player Brutality Charges. Whenever a weapon attack lands a critical hit or spell's d100 rolls 90 or higher (without the added points from levelled spells), then the player can choose to spend Brutality Charge to activate Low or High Brutality effects.

Low Brutality = 1 charge

Low Brutality + High Brutality = 3 charges.

Player Characters start with a total of 3 charges at level 1. At level 5 and every 5 levels onwards, their maximum Brutality Charges increase by 3, reaching a maximum of 12 at level 20.

Depending on how often PCs engage in combats between long rests, Brutality Charges can replenish on a Short Rest, on a Long Rest, on an Extended Long Rest or even per level if the leveling up comes quickly and not much fighting happens in between.