Fighter
Base Class: Fighter

An exterminator is trained to not fight one, but many opponents. They hack through a horde of creatures as though it is a single entity, anticipating its movements and adjusting to use them to their advantage, allowing themselves to be swallowed whole by the overbearing beast only to burst from its belly in a victorious shower of blood and viscera. They are shepherds of death among lesser creatures, and it is their lot in life to deliver it to the unclean masses until none remain.

Master of the Horde

Starting at 3rd level, hostile creatures gain no benefits from effects granted by flanking you. You can move through the space of creatures at least one size smaller than you as if it were difficult terrain, so long as you end your turn in unoccupied space.

Purge Tactics

At 3rd level, you have practiced several combat forms tailored to your occupation. At the start of your turn, you may choose one Purge Tactic, and receive its benefits until the start of your next turn.

  • Weather the Swarm: You adopt a stance that allows you to fend off multiple opponents at once, turning their numerical advantage against them. For every hostile creature within 5ft of you, you gain +1 to your AC, to a maximum of 5.
  • Meatgrinder: You tear into the masses before you without restraint, clearing large swathes of adversaries with your attacks. If you make a melee weapon attack against a creature and reduce it to zero hitpoints or score a critical hit, you may make an additional attack against another creature within 5ft of you and the location of your original target. If you make a ranged weapon attack against a creature and reduce it to zero hitpoints or score a critical hit, then you may make an additional attack against a creature that is behind the original target, in line with both you and the original target, and not behind full cover. Attacks granted in this way use the same damage types and benefits of the original attacks without expending any additional charges or ammunition, as they are treated as the original attack hitting through the first creature and into another. If an attack granted in this way also reduces a creature to zero hitpoints or causes a critical hit, another additional attack of its type may be taken.
  • Circumvent the Crowd: You take advantage of the chaos and confusion of a skirmish, escaping your opponents before they are able to discern you from their allies. You can Disengage as a bonus action, and your movement is unaffected by difficult terrain.

Against the Tide

Starting at 7th level, you have grown accustomed to fighting off superior numbers. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and when you make an opportunity attack, you may immediately make another attack against one other hostile creature within range. 

Improved Critical

At 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Explosive Recovery

Starting at 15th level, you can burst from a sea of your enemies with renewed vigor. When you use your Second Wind feature, you can choose any number of creatures within 5ft of you. These creatures must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier, (whichever is highest.) On a failure, they take damage equal to the number of hitpoints restored by your Second Wind, and are pushed back 10ft. On a success, they are not pushed back, and take half as much damage. The damage type can be the base damage type of one weapon you are currently wielding, the damage type of one of your natural weapons, or bludgeoning damage if neither is an option.

Army of One

At 18th level, you are capable of taking on innumerable foes and emerging victorious. You gain two additional Purge Tactics.

  • Shepherd of Death: You find harmony within the writhing mass before you, and learn to melodically guide the flailing attacks of your enemies into each other. When an enemy's Melee or Ranged attack misses you, you can force them to make the attack against another creature within 5ft of you. This does not use a reaction, and you may counter a number of attacks equal to your proficiency bonus in this way while a use of this Purge Tactic is active.
  • Meatshield: Your aggressors become a shroud or shield of protection from projectile or magical assault. You have advantage on all saving throws while engaged in combat, and ranged weapon and spell attacks have disadvantage against you. If you succeed on a saving throw to take half damage from a spell, you can force a creature within 5ft of you to take that damage instead.

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