TEXT:  
   
  Martial 
  Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Brute 
  The battlefield attracts fighters of all types and creeds. 
  Inevitably, each warrior will do his damnedest to prove to 
  the others that his way is the "right" way of fighting: the 
  champion sculpts his body into a figure made of marble, 
  the battlemaster uses tricks and tactics to control the flow 
  of combat, and the eldritch knights straight-up cheat by 
  bringing magic into the whole mess. Kensai, Duelists, 
  Weapon Masters of all types, they all think they know how 
  to win. 
       The real answer is much, much simpler: Pick up the 
  biggest, heaviest thing you can find, and squash the rest 
  of them with it; that's the Brute way. 
  Heavy Iron 
  Starting when you take this archetype at 3rd level, you 
  learn how to make the most out of the biggest, heaviest 
  weapons. Once per turn, when you hit a creature with 
  melee weapon that has the Heavy property or an unarmed 
  strike, you can deal an additional 1d4 damage to that 
  creature. 
       This extra damage increases as you gain levels in the 
  fighter class: at 7th level, it increases to 1d6 damage; 10th 
  level, 1d8 damage; 15th level, 1d10 damage; and at 18th 
  level, it increases to 1d12 damage. 
  Grab and Smash 
  Starting at 3rd level, you gain proficiency in improvised 
  weapons, and treat any sufficiently large improvised 
  weapon (a boulder, a table, or an orc, for example) as if it 
  had the Heavy property. 
  Beast of Burden 
  Starting at 7th level, your muscle makes you extremely 
  adept at lugging lots of heavy gear and throwing your 
  weight around. Your capacities for carrying, lifting, 
  pushing, and pulling are doubled, and you gain advantage 
  on Strength (Athletics) checks. 
   
   
   
   
   
   
   
   
   
   
  Hammer Throw 
  At 10th level, you can treat any weapon you are proficient 
  with as if it had the Thrown property, with a range of 20/60 
  feet. Additionally, you can always use your Strength 
  modifier on ranged attack rolls made when throwing a 
  weapon. 
  Tough as Nails 
  Starting at 15th level, whenever you take bludgeoning, 
  piercing, or slashing damage, that damage is reduced by an 
  amount equal to your Constitution modifier. 
  Awesome Blow 
  Starting at 18th level, once per turn, when you hit a 
  creature that is large size or smaller with a melee weapon 
  that has the Heavy trait, that creature must succeed on a 
  Strength saving throw (DC equals 8 + your Proficiency 
  modifier + you Strength Modifier) or be shoved away from 
  you or knocked prone, your choice. If you shove a creature 
  away from you using this ability, you can move them up to 
  a number of feet equal to 5 times your Strength modifier. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Brute.pdf