You live to fight, and revel in hand-to-hand combat. With strong offensive power sets to inflict pain, and impressive defenses to take it, you're the best there is in a straight fight. Protracted battles only makes you mad, and the madder you get, the more damage you deal. You lack ranged attacks, which could leave you vulnerable to hit and run tactics without some allies to cover you.
You are driven by a deep rage that comes out in battle as you suffer pain and injury. Whenever you begin your turn with your current hit points at one half or below your maximum, and you are not incapacitated or unconscious, you become infuriated. While in this state, you have the following benefits:
Your fury lasts at least until the beginning of your next turn. Once infuriated, you will retain that state even if you are healed above one half of your maximum hit points. It ends when you begin your turn only if you are fully healed, incapacitated, or unconscious, or you choose to end it yourself. It will also end if more than three rounds pass without you being hit by an attack or attempting to make an attack of your own against a hostile target. You cannot begin the process of a short rest while infuriated.
Whenever you directly cause damage to a hostile creature through an attack or feature, and that creature is aware of your existence and can see or otherwise perceive you, it is taunted until the end of its next turn. A taunted creature will have disadvantage on any attack roll made against any target other than you, and all creatures aside from you have advantage on any Saving Throws made to resist or avoid attacks made by that creature. You can only taunt one creature at a time. If you attack a second creature before the end of the first creature's next turn, the first creature is no longer taunted by you. A creature that is targeted for taunting by multiple opponents will be taunted by the highest level opponent, and after that the most recent.
At 4th level, you can use your Taunting Attacks feature at range. Use your Bonus Action to select a location you can see within 70 feet. Each hostile creature within 15 feet of that location must make a Wisdom Saving Throw or be taunted by you until the end of its next turn.
As a Blaster, you gain the following features.
Hit Points
Saving Throws: Strength, Constitution
Skills: Choose two from History
Attack Save DC = 8 + your Proficiency Bonus + your Strength modifier. This is the DC for any Saving Throws prompted by features from any Power Sets for this Archetype.
Brutes have the following Power Sets.