Fighter
Base Class: Fighter

   Very few combatants ever ear the title of Storm Trooper, because that is all it is, a title, albeit a powerful one. Fighters earning the name Storm Trooper, have shown their dedication to the art of war, developing their legend as much as they have been developing their prowess. On a battlefield, these men and women instil fear in their enemies, and break through opposing lines with shocking speed and brutal displays of violence. 

   Stormtroopers thrive in situations where they are outnumbered, utilising their enemy's overconfidence to their advantage. They have also learnt to use fear as a tool of war, as their nigh undead visage, paired with their unique "Headstone" trait, can often be enough to cause lesser enemies to flee, as they watch the Stormtrooper shrug off damage that should by all rights, put them in the ground. 

   Becoming a Stormtrooper has a cost though. the ravages of conflict having left their scars. As much as a Stormtrooper's body seems exempt from life, their minds remain ever vulnerable, to their own actions, as much as those of those around them.

Headstone

   When you choose this archetype at 3rd level, you cement a single trait, that shows your passing upon each killing field. You must choose one Headstone, find some examples below.
   -You leave playing cards upon each corpse you leave behind.
   -You have taken the skull of one of your greatest adversaries, and have fashioned it into a mask you wear.
   -You always make sure to slit the throats of each of your foes on the battlefield.
   -You collect a scrap of each foe’s banner, and tie it around your forearm.

Uninterred

   At 3rd level, you lose proficiency with heavy armour. Furthermore, you may add your entire dexterity bonus to your AC when wearing Medium Armour, as opposed to a maximum of 2. You also gain proficiency in improvised weapons, Firearms (upon DM’s approval), and poisoners kits. Finally, you may take the disengage action as a bonus action. 

Walking Corpse

   At 5th level, you gain the ability to overcome pain. As a reaction, whenever you take damage, you can expend a hit dice, to subtract 1d10 from the total damage taken. Furthermore, your unfeeling nature allows you to capitalise upon the confidence of numerically superior enemies, dealing an additional 1d4 of your main hand’s weapon’s damage when there are more hostile creatures than friendly creatures within 90ft. This mindset also allows you to utilise your ranged weapons without disadvantage being imposed due to an enemy being too close.

Shellshocked

   At 7th level. Whenever you take Thunder or force damage, you must roll a constitution saving throw, equal to one quarter the damage taken. If the total damage dealt to you exceeds the total of the saving throw, you become shell shocked. While shell shocked, your speed is halved and you can only take the hide action. This test may be taken each turn, with the DC decreasing by your constitution modifier each turn.

Alternatively, you may chose two different types of damage to replace Thunder and Force, ie. Fire and Piercing. These damage types cannot be Necrotic or Poison damage.

Shock and Awe

   At 10th level, you lose the indomitable feat, instead, during the first round of any combat, you attack with advantage, cannot provoke opportunity attacks, take half damage, and have doubled movement speed, if any creatures are surprised this round, your attacks become critical. You also lose the ability to be surprised.

Corpse Dread

   At 10th level, your Headstone has become well known amongst the realms, and once per long rest, as an action, you may cause all hostile and neutral creatures within sight to become fearful of you. The charisma save Dc is equal to 8 plus your proficiency bonus, plus your constitution modifier.

Walking Corpse Improvement

   At 13th level, you do not gain the improved indomitable feat. Instead, your ability to fight whilst outnumbered improves, and you now deal an additional 2d6 damage, when outnumbered within a 90ft radius as opposed to 1d4. You are also immune to non magical poison, and gain resistance to necrotic damage. Finally, you may attempt to hide as a corpse, as long as you are not at full HP, this stealth opportunity is available only if there are corpses around. Hiding in this manner cannot be detected by magical means.

Kaiserschlacht

   At 15th level, you are becoming empowered by the death around you, as it spurs you into greater and greater feats of martial prowess. Upon the first death during a combat, you gain 15ft of movement until combat’s end, and cannot be restrained or slowed by terrain features. Furthermore, for each 3 creatures you reduce to 0 Hit points with lethal damage, you regain 1 hit dice, regain 1d10 Hit points, and may make a free attack, upon reducing the third creature to 0 hit points.

Somme des Mort

   At 18th level, no soldier can truly stand in your way, even upon death. Successful attacks you make with advantage are now considered critical hits. Killing a creature grants you a single free attack action until the end of your turn (Free attacks gained in this way may only occur once per turn). While within 5ft of an enemy creature, you are considered in three quarters cover from other creatures, with unsuccessful attacks against you hitting a creature of your choice within 5ft of you. These attacks are considered critical, and count as you dealing damage.

Death Wound

   Instead of gaining the indomitable feat at 17th level, you gain a festering wound, that can only be cured by a Wish spell, or divine intervention, as the wound is as much mental as it is physical. While this wound is present on your body, you gain disadvantage on constitution saving throws, lose your immunity to poison, lose your resistance to necrotic damage, and gain vulnerability to Thunder, Force and Necrotic damage. One benefit, however, is that now, undead creatures do not see you as living, and if their intelligence modifier is a +0 or below, they view you as a friendly creature, until you attack them individually. 

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