Base Class: Fighter
The Iron Wolves are known for their ability to break the defenses of their opponents and finish them quickly, with seemingly inhuman reactions. Some have even been said to continue fighting after taking mortal damage. Meant to be a striker-type fighter, based on Sekiro: Shadows Die Twice. May be OP in its current state, will make revisions according to feedback.
Lowered Defences
When you take this subclass, keep your max health at whatever it was beforehand, and drop your hit die to 1d8 per Fighter level. From now on, when you roll for health gain on Fighter level up, you gain 1d8 + CON.
Poise
Beginning at 3rd LvL, you gain the ability to exploit weaknesses in your enemy’s posture to throw them off balance. Upon a successful attack with a melee weapon, your target must make a Dexterity saving throw with a DC equal to the damage dices' value + your WIS modifier. (IE 12+Wis with a greataxe or greatsword.) If they fail, you gain advantage on the next melee attack you make on that same creature.
Deathblow
At 3rd LvL, you gain the skill to quickly finish off an opponent who has been caught off guard. If you have advantage on an attack with a melee weapon, you may expend a Deathblow charge to deal an extra 2d6 slashing damage. Your number of Deathblow charges is equal to half your WIS modifier + your proficiency bonus, rounded down. You regain a number of charges equal to your proficiency bonus when you finish a short rest, and all of your charges when you finish a long rest.
Mikiri Counter
At 7th level, you have become rather adept at avoiding damage. When a creature makes an attack against you, you may expend a Deathblow charge to avoid 1d12 damage. If the creature is in melee range, you may immediately make an attack of opportunity against them. This attack of opportunity does not trigger the Poise Breaker feature. You now have a number of Deathblow Charges equal to your WIS modifier + your proficiency bonus. Spending a Deathblow charge to deal damage now deals 2d6 + DEX.
The amount of damage negated with this ability increases by 1d12 at levels 10, 14, 17, and 20.
Improved Deathblow
Starting at 10th level, you have improved upon your methods for finishing opponents. If you reduce an enemy's HP to 0, you may make a WIS check. Upon an 18 or higher, you regain one Deathblow charge. You may spend up to three Deathblow charges on a single attack.
Deflection
Starting at 15th LvL, you can now break your opponent’s poise without even touching them. When using a Deathblow Charge to negate damage, you may expend a second to cause the next attack against your opponent to gain advantage and deal an extra 1d8 damage.
Dragon’s Heritage
Starting at 18th level, if you are reduced to 0 hp you may expend half your total Deathblow charges, rounded down, to revive with half your total HP. You may use this feature once per long rest.
Previous Versions
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