Fighter
Base Class: Fighter

"Aye, they came from a land far off, those predators. So they say, a place of beast-scourges and eldritch horrors and blood healin' and whatnot. I find it hard to believe, m'self, but if their speed n' skill are anything to go by, it's likely best not to think what might-a dwelled there. Careful not to look 'em in the eye too much, some of 'em don't seem quite right."

- Unknown Dwarf

A predator uses every last tool at their disposal to slay the monsters that stalk the night, ending savagery with savagery if needs be. Trained in strange and esoteric methods of blood ministration, one of the hunter's greatest tools is their body, second only to the uncanny agility that impels it.

Blood Vials

Blood Vials

When you choose this archetype at 3rd level, you learn to extract your own blood to make Blood Vials. Blood Vials engender an inexorable hunt, sustaining you in combat without the need to rest. They are, however, a less efficient means of recuperating your strength compared to resting.

At the end of a long rest, you can expend a number of your fighter hit dice up to your Constitution modifier (minimum 0).
You gain an equal number of Blood Vials, which last until the end of your next long rest (wherein they lose their potency).
You can use a bonus action to administer a Blood Vial
When you do so, you gain 1d10 hit points. Only you can be healed by a Blood Vial. Starting at 10th level, you can reroll the d10 and use the higher result.
If you expend hit dice to make Blood Vials with this feature and your remaining hit dice are equal to or less than half of your maximum (rounded down), you gain one level of exhaustion.

Quickstep

Quickstep
Starting at 7th level, you hone your senses to openings in your enemies defenses, even when you yourself are on the defensive. A Predator’s assault never truly ends.
When an attack against you misses while you benefit from a Dodge action, you can use a reaction to move up to 5 feet, and then make one melee weapon attack against the attacker if they are within 5 feet of you. This movement does not provoke opportunity attacks. If you use this reaction, you lose the benefits of that Dodge action early.

 

Rally

Rally
Starting at 10th level, when you hit a creature with a melee weapon attack on your turn, you gain a Rally Die, a d4. At the end of your turn, if your current hit points are equal to or less than half your maximum hit points (rounded down), you can expend and roll all of your Rally Dice and gain temporary hit points equal to the total. Otherwise, the Rally Dice are lost. At 18th level, your Rally Dice become d6s.

Siderite Strike

Siderite Strike
Beginning at 15th level you gain advantage on attacks you make with your Quickstep feature, and deal additional damage equal to half your fighter level when you hit with one.

Visceral Attack

Visceral Attack
Beginning at 18th level, you can use an action to make a special unarmed strike with a free hand against a creature. You may use your Dexterity modifier in place of Strength for the attack roll. If this attack hits, instead of the normal bludgeoning damage, the target creature suffers necrotic damage equal to 4d10 + twice their own Constitution score, or 40 + twice their Constitution score if you make the attack with advantage or score a critical hit. A critical hit grants no further increase to the attack's damage beyond this. This attack's damage ignores necrotic resistance. Once you hit with this attack, you cannot use it again until you complete a short or long rest.

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