Fighter
Base Class: Fighter

The Fallen Blade fighters are brutal, honorable, and unparalleled warriors. Focusing their talents for slaying on single enemies, they strike with immense force while taunting the enemy's weak spots. Teasing out the prey's emotions to work them into a blind frenzy, their words become as powerful as their blade. 

Shiro Bladework

You tear into your opponent's flesh and temperament, breaking their will to challenge you. When you choose this subclass at 3rd level, you learn how to instill your enemy with points of folly. For each point of folly an opponent has, they have a -1 to all Wisdom saving throws and ability checks. Only one opponent can be instilled with folly at a time. As soon as you instill folly on another target, the previous points of folly on another opponent disappear. You can instill folly in the following ways: 

  • The first time you make a weapon attack at an enemy on your turn, you can use your bonus action to cleave their skin and spirit. Your attack deals additional damage equal to your proficiency bonus. When you deal damage this way, your target gains 1 point of folly. 
  • Whenever an enemy misses you with an attack, you can use your reaction to make an opportunity attack against them, adding your proficiency bonus to the damage roll. When you deal damage this way, your target gains 1 point of folly. 

If you end your turn more than 15 feet away from a creature instilled with folly, that creature loses all points of folly they have. Additionally, a creature losses all points of folly if they go 1 minute without gaining a new point of folly. 

Exploit Folly

At 3rd level you learn to capitalize on the folly you instill. Whenever you make a weapon attack against an enemy instilled with folly, you can expend any number of points of folly from them and add that number to your attack and damage rolls. 

Taunting Challenge

At 7th level, you learn to turn an enemy's temperament into their undoing. As an action, you can make a taunting call at an enemy. For the next minute they must use their action to make a weapon or spell attack against you. At the end of each of their turns, they can make a WIS saving throw to end the effect early. The save DC for this effect is 8 + your proficiency bonus + your CHA bonus. If your target has a point of folly, they must make the saving throw with disadvantage. You can use this ability once per short rest. 

Heated Duel

At 10th level, you learn to twist an enemy's temperament into a blind rage. Once an enemy has 3 or more points of folly, they enter a frenzy. They have advantage on all attack rolls made against you, and you have advantage on all attack rolls made against them. 

Aggressive Humiliation

At 15th level, you learn to instill folly at a faster rate. When you instill folly in an opponent, if that opponent had no points of folly beforehand, they gain an additional point. 

Fallen Flurry

At 18th level, you can use your target's folly to fuel your strikes. Whenever you attack with advantage, you can forgo that advantage to make an additional attack against that enemy for each point of folly they have. Each consecutive attack has -1 to the attack roll for each attack made before it this turn. Once you use this ability, the target loses 1 point of folly for each successful attack roll made against it this turn. 

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