Fighter
Base Class: Fighter

Embodying the mastery of duel wielding the Bloodied Duelist hones their ability to handle weapons in both hands with insurmountable skill and precision becoming a deadly force in both melee and ranged combat. The Bloodied Duelist revels in the carnage of combat be they wielding a pair of swords or a pair of pistols they are always at their most delighted in the heat of battle often seen dancing across the battlefield through pools of blood and death over corpses of fallen soldiers a twisted grin on their face. Said to carry the curse of corruption in their blood Bloodied Duelists conjure their weapons of choice from their very flesh pulling it from their body in a brutal show of agony and blood. Caring little for the trivialities of honor, duty or even mercy these warriors only care about the next fight and the carnage they can elicit upon their next victim.

Weapons of the Flesh

When you choose this archetype at 3rd level your blood becomes tainted by corruption and you gain proficiency with firearms. You are able to conjure a pair of weapons you're proficient with from your own flesh by paying 1d8 hit points, they are considered bound to you and cannot be taken from you against your will and are immune to the Brittle spells effects, also you gain the Dual Wielding Feat and gain proficiency in Two Weapon Fighting. Attacks made with these weapons inflict 1d6 plus your Dexterity modifier damage to you as necrotic damage and can pass through magic up to 5th level and every third attack inflicts 1 point of Blood Loss on you to a maximum of 10. Each point of Blood Loss gained makes it harder to hit a target lowering your attack rolls by 1, at 5 points of Blood Loss you gain disadvantage on attack rolls, at 10 points of Blood Loss you fall unconscious and must make 1 death saving throw.

Duelists Challenge

At 3rd level you can challenge a creature to a duel. The challenged creature selects a weapon and the duel commences. You and the challenged exit initiative if in combat. At the start of the duel both parties stand facing away from each other at 5ft apart and move 15ft away then turn and roll a d20 highest roll wins and is counted as a critical hit. The loser of the duel has disadvantage on attacks against their opponent for 3 rounds and both parties re-enter combat at their original initiative. In the event of a tie the duel is considered a draw and both party’s re-enter combat at their original initiative.

Tainted Restoration

At 7th level three times per day tendrils of corruption can erupt from your flesh and seek out a target with in 15ft of you and impale them and leech the life from them healing you for 1d6 + Your fighter level. Targets of this ability suffer 1 point of corruption.

Moment of Opportunity

At 10th level 3 times a day when a creature makes an attack against you as a reaction you can make an attack roll against that creature for half damage or make a roll to attempt to dodge the attack and half the damage you would receive. Additionally, anytime damage dealt to you would be halved you gain that many temporary hit points and have advantage on your next attack roll, saving throw, or ability check.

Blood of the Corrupted

At 15th level you can harness the corruption in your blood to taint the ground in a 15ft radius negating and preventing any magic cast in that area. Any creature that enters this area you gain an attack of opportunity against them and the creature suffers disadvantage on all attacks against you. Additionally the corruption in you blood alters your appearance your skin becomes pale white, the veins beneath turn black and are visible, your eyes turn solid crimson red, your heart stops beating, and you no longer need to eat, sleep or breathe instead you simply need to rest in a corrupted area for 4 hours as a long rest.

Blood and Carnage

At 18th level 3 times a day you can target up to 3 creatures that have taken 1 or more points of Corruption and control the corruption with in them to erupt from within their body to deal 2d12 + half you fighter level points of damage. Any creature in a 10ft radius of the targets is hit with blood splatter and takes 1 point of corruption and must make a Constitution saving throw or suffer the frightened condition. Twice a day, as a bonus action, you can have the corruption drain a target for 2d10 and heal you for that many hit points. Additionally any attack you would make against a target that has 1 or more points of Corruption is made with advantage and rolls of 16 or higher are considered a critical hit. 

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