Base Class: Fighter
"We're just soldiers, sir. We're meant to be expendable."
In an effort to train more Blood Hunters, shortcuts were taken during the Hunter's Bane process. Young men and women who had lost everything to the dark forces that threaten all lands were chosen for this risky program . They had nothing more to lose, willing to risk it all to fight back. Rushed rituals reduced the control these soldiers had over their blood curse, limiting its effects only to themselves. Despite its limitations, it allowed the soldiers to adapt themselves to the challenges they faced, brute-forcing their bodies through situations where they might fail. This method of using their blood curse was even more so self damaging than regular, causing the death of many even after successful missions.
Now, these soldiers are trained fast and discarded just as quickly. Chosen specifically for missions where they may not return, their commanders knowing that they will get the job done no matter the cost. If they return, they are sent back into the field again and again, until their work is done.
They are nameless soldiers, sent to win our battles.
Exertion
At 3rd level, you gain access to a poll of d6's equivalent to your Constitution modifier plus your Proficiency Bonus. These dice can be rolled and their outcomes added to any ability check, skill check, attack roll, damage roll, or saving throw. Multiple of these dice can be used at once. Whenever you use these dice, you take damage equal to the number rolled (damage returned to you is affected by critical hits only if the Exertion Dice are added to the damage dice pool). Once you reach certain levels in this class, the size of your Exertion die increases at 9th level (d8) and 13th level (d10). Once expended, they can only be regained through a short or long rest.
Field Medicine
The self-damaging nature of your curse creates a need for understanding practical (and magical) medicine to counter your self inflicted wounds. You are trained to understand wounds and how to treat them, in order to ensure maximum operability during missions. You gain proficiency with the Medicine skill and proficiency with Herbalism Kits.
Guided Strike: Alternative
At 7th level, you can use a bonus action to channel your blood curse to guide your next strike. The next attack roll you add an Exertion dice to have an effect that if the total adds up to 20 or higher, then the attack counts as a critical hit. This feature can only be used once per long rest, regaining the expended use after completing a long rest.
Improved Recovery
At 10th level, your command over your curse increases, and your body can capitalize on brief moments of respite. Taking a short rest will now remove one level of exhaustion. Additionally, whenever you take a long rest, you only need to spend 4 hours sleeping to gain the full benefits of completing a long rest.
Last Stand
At 15th level, your determination prevents your death. Whenever you drop to 0 hit points, you can force your body to keep moving and choose to drop to 1 hit point instead, and gain a number of temporary hit points equal to your fighter level. This feature can be used once, and you must complete a long rest to regain the use of this feature.
Fortunate One
You have far surpassed anything that has been expected of you. Surviving this far has been a demonstration of your luck and skill. Because of this, you gain proficiency in all saving throws and take half the damage of the dice rolled whenever you use your Exertion feature.
Congratulations, you survived being a total edge lord.
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