Fighter
Base Class: Fighter

As I fought the warrior facing me I finally bested him, plunging my sword through his chest. I turned my back to the corpse, but then I noticed a strange light behind me. As I turned around I saw my attacker standing up, the hole in his chested closing itself up. I was being fought by a Dead Man Walking. 

Dead Man Walking is a fighter subclass with the main feature being that the Characters with this subclass cannot die, though only having 20 "deaths" until the curse that holds keeps them alive is unable to allow for serious functions, placing them in a sort of vegetative state only able to choke out a few words. All of the class abilities draw from these 20 deaths & it is impossible to regain a death. Revivify doesn't work on your character because of this.

Check with your DM before using this subclass

To gain the subclass, there is a bit of roleplaying in game, of your character getting the curse in some way, be it object, spell, etc. Then dying while they are affected, so the object being on their body, being in range of the spell, etc. Then your character is brought back to life by the curse and you "gained the subclass." please discuss with your DM how you want this to happen before game or rule you want it to have happened outside of game in between sessions. If you are starting at or above level 3, this death would be part of your backstory. This death doesn't count as part of the 20 deaths, as it is the death giving you the Subclass.

Check with your DM to see if Multiclassing is allowed with this Subclass

Rising From Death

After dying your PC is brought back to full health on their next turn with advantage on their first attack. Dying draws from the pool of 20 Deaths. 

Once you have drawn 10 from your deaths after your characters next death skin will not heal properly, making them appear as a walking corpse. Your character has disadvantage on Persuasion checks while in line of sight, & advantage on Intimidation checks while in line of sight. On death 13 your characters movement speed is reduced by 5. On 15 the light that occurs when you are brought back constantly emanates in a 5ft sphere around your character, giving disadvantage on stealth checks requiring line of sight. After you've hit all 20, your character has 1 day of in game time before they enter a state where they can only perform the functions that keep them alive like breathing, and beating their heart, the only other thing they can do is choke out very few words.

This feature also prevents your character from aging once the curse is active, meaning that they can't keep dying from old age

If you want to make a very old character due to this Subclass, discuss with your DM how old it is okay for them to be.

Cursed Strike

At level 7, your character gains the ability to imbue some of the power of the Curse into your strike, dealing their level in d8's necrotic damage along with the damage from the weapon/ unarmed strike.

Cursed Strike Stacking

At level 10, you can begin to stack your use of Cursed Strike onto one attack, this takes the corresponding number from the 20. Note: if you exceed 20, the same rules as if you got to 20 deaths apply.

Death to Life

At level 15, you can use one of your deaths to bring someone back to life, as long as you have a piece of the body. The body can not be older than a century since it's death.

Damage Tranferrence

At level 18, after you come back from Death all the damage you have taken in that day, regardless of any healing you can reflect in one hit onto something, example: if you took 20 damage, then were healed, and then died you would deal all the damage causing death plus 20. As long as that happened in the last 24 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2022 12:44:57 AM
10
3
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Coming Soon
6/13/2023 8:46:26 PM
21
5
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Coming Soon

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