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**[Hub](Hub.md) / [Verum](Verum.md) / [Corvanis](Corvanis.md) / [Corvanis Classes](Corvanis%20Classes.md) / [Prestige Classes](Prestige%20Classes.md)**
# Back Alley Brute <font size="-1">( Prerequisite: [Martial (C)](Corvanis/Character%20Creation/Classes/Roles/Martial/Martial%20(C).md) Role)</font>
_Grants [Martial (C)](Corvanis/Character%20Creation/Classes/Roles/Martial/Martial%20(C).md) Progression_
_A warrior who specializes in light weapons and tight quarters to deal out death._
**Hit Dice:** 1d12
### 6th Level
- [Wetwork](Wetwork.md)
- [To the Bone](To%20the%20Bone.md)
- [Subrole: Duelist](Duelist.md)
### 7th Level
- [Tunnel Snake](Tunnel%20Snake.md)
### 8th Level
- [Keep em' Guessin](Keep%20em'%20Guessin.md)
### 9th Level
- [Hilt Smash](Hilt%20Smash.md)
### 10th Level
- [The Beat Down](The%20Beat%20Down.md)
>[!info|clean sban no-i]- # Expanded Features
>### 6th Level
>- [Wetwork](Wetwork.md): While wielding a [Light](Corvanis/Items/Armory/Definitions/Weapon%20Properties/Light.md) weapon, that weapon gains the [Deadly](Corvanis/Items/Armory/Definitions/Weapon%20Properties/Deadly.md) property. If that weapons gains the [Deadly](Corvanis/Items/Armory/Definitions/Weapon%20Properties/Deadly.md) property from another source, you have a +2 bonus to attack with that weapon instead.
>- [To the Bone](To%20the%20Bone.md): As a bonus action select an enemy, all attacks you make with [Light](Corvanis/Items/Armory/Definitions/Weapon%20Properties/Light.md) weapons against that enemy for 1 round ignore their [AR](Armor%20Rating.md) and [SR](Armor%20Rating.md) by an amount equal to your proficiency modifier.
>- [Subrole: Duelist](Duelist.md)
>>- [Sword Sage](Sword%20Sage.md): You have proficiency with only light armor and lose proficiency with other armors and shields. You gain AR to your light armor equal to your proficiency modifier. If you have the weapon trick of the weapon you are using you add this bonus again. If you have the mastery of that weapon, you add this bonus a third time.
>>- [Web of Steel](Web%20of%20Steel.md): Whenever you would attack an enemy, you gain a +1 to AC against the next attack that would be made against you.
>### 7th Level
>- [Tunnel Snake](Tunnel%20Snake.md): Whenever you would be attacked by an enemy, you gain a +1 to your AC against that attack for each wall you are adjacent to when the attack is made.
> If you have the [Trance (Corvanis)](Trance%20(Corvanis).md) class feature, you add +2 to your [Trance (Corvanis)](Trance%20(Corvanis).md) damage for each wall you are adjacent to.
>### 8th Level
>- [Keep em' Guessin](Keep%20em'%20Guessin.md): Whenever you would attack with a weapon with a different base damage property ([Cut](Cut.md), [Impale](Impale.md), [Hack](Hack.md) or [Crush](Crush.md) property) than the last weapon you used, you may add the previous weapon's property to this weapon's attack.
> If you have the [Trance (Corvanis)](Trance%20(Corvanis).md) class feature, you add 1 to your critical threshold for each time you trigger Keep em’ Guessin this round.
>### 9th Level
>- [Hilt Smash](Hilt%20Smash.md): As an action, you may make a single attack. If that attack hits, the target must make a DC (10+character level) Constitution saving throw or be [Stunned (C)](Stunned%20(C).md) for 1 round.
>### 10th Level
>- [The Beat Down](The%20Beat%20Down.md): Once per long rest, whenever you take the attack action, if you defeat an enemy or critically hit you may take another attack action. This continues until you do not defeat an opponent nor critically hit an enemy.
> During this ability, your critical threshold is increased by an amount equal to your proficiency modifier.