Base Class: Fighter
Level 3 – Crimson Pursuit
- Blood-Flung Lunge: When you move at least 10 feet straight toward a creature and hit it with a melee weapon attack, you deal additional damage equal to your Strength modifier. If the creature is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + Proficiency + Strength mod) or be knocked prone.
- Desperation Stance: If you are below half your hit points, you gain advantage on opportunity attacks and can Dash as a bonus action.
Level 7 – Rending Strikes
- When you hit a creature with two or more attacks in the same turn, you may force it to make a Constitution saving throw (DC = 8 + Proficiency + Strength mod). On a failure, it begins bleeding (1d6 damage at the start of its turn for 1 minute). This damage is necrotic and ignores resistances. The target can make a Con save at the end of each turn to end the effect. This Damage increases to 1d8 at 10th, 1d10 on 15th and 1d12 on 20th level.
- Bleeding stacks up to 3 times on the same target.
Level 10 – Dark-Bound Awakening
- When reduced to 0 hit points, you may instead explode in a wave of dark energy. Every creature within 10 feet must make a Dexterity saving throw (DC = 8 + Proficiency + Strength mod) or take 3d10 necrotic damage and be pushed 10 feet. On a success, they take half and aren’t pushed.
- After this, you fall prone at 1 HP. This feature can be used once per long rest.
Level 15 – Gorestorm Frenzy
- As a bonus action, you can enter a Gorestorm Frenzy for 1 minute:
- Your movement speed increases by 15 feet.
- You can make one additional weapon attack as part of your Attack action.
- All bleeding creatures within 30 feet have disadvantage on Concentration saves and Wisdom checks.
- When attacking a bleeding creature you gain advantage.
- When attacking a bleeding creature, you may add your str modifier and your proficiency bonus to your damage rolls.
- You can use this once per long rest. At 20th level, you may use it twice.
Level 18 – Devour the Pain
- Devour the Pain
All creatures of your choice within 30 feet must make a constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature was bleeding when this is activated, it has disadvantage at the saving throw. On a failed save, they take 10d12 necrotic or radiant damage (your choice), are blinded for 1 minute, and cannot regain hit points until the end of your next turn. On a successful save, they take half damage and suffer no additional effects. - On a critical failure, the creature is also knocked prone and suffers vulnerability to the next damage it takes before the end of your next turn.
- Immediately after, you may teleport up to 30 feet to a creature that failed the saving throw and make a free melee weapon attack with advantage. If this attack hits, you regain hit points equal to half the damage dealt or all damage dealt, if the creature was bleeding.
- Once you use this feature, you gain one level of exhaustion and cannot use it again until you finish a long rest.
Crimson Pursuit
- Blood-Flung Lunge: When you move at least 10 feet straight toward a creature and hit it with a melee weapon attack, you deal additional damage equal to your Strength modifier. If the creature is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + Proficiency + Strength mod) or be knocked prone.
- Desperation Stance: If you are below half your hit points, you gain advantage on opportunity attacks and can Dash as a bonus action.
Rending Strikes
- When you hit a creature with two or more attacks in the same turn, you may force it to make a Constitution saving throw (DC = 8 + Proficiency + Strength mod). On a failure, it begins bleeding (1d6 damage at the start of its turn for 1 minute). This damage is necrotic and ignores resistances. The target can make a Con save at the end of each turn to end the effect. This Damage increases to 1d8 at 10th, 1d10 on 15th and 1d12 on 20th level.
- Bleeding stacks up to 3 times on the same target.
Dark-Bound Awakening
- When reduced to 0 hit points, you may instead explode in a wave of dark energy. Every creature within 10 feet must make a Dexterity saving throw (DC = 8 + Proficiency + Strength mod) or take 3d10 necrotic damage (this damage increases to 4d10 when reaching level 15) and be pushed 10 feet. On a success, they take half and aren’t pushed.
- After this, you fall prone at 1 HP. This feature can be used once per long rest.
Gorestorm Frenzy
- As a bonus action, you can enter a Gorestorm Frenzy for 1 minute:
- Your movement speed increases by 15 feet.
- You can make one additional weapon attack as part of your Attack action.
- All bleeding creatures within 30 feet have disadvantage on Concentration saves and Wisdom checks.
- When attacking a bleeding creature, you gain advantage on all attack rolls.
- When attacking a bleeding creature, you may add your str modifier and your proficiency bonus to your damage rolls.
- You can use this once per long rest. At 20th level, you may use it twice.
Devour the Pain
As an action, you unleash the full force of your devotion—becoming a vessel of ruin and redemption.
- All creatures of your choice within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature was bleeding when this is activated, it has disadvantage at the saving throw. On a failed save, they take 10d12 necrotic or radiant damage (your choice), are blinded for 1 minute, and cannot regain hit points until the end of your next turn. On a successful save, they take half damage and suffer no additional effects.
- On a critical failure, the creature is also knocked prone and suffers vulnerability to the next damage it takes before the end of your next turn.
- Immediately after, you may teleport up to 30 feet to a creature that failed the saving throw and make a free melee weapon attack with advantage. If this attack hits, you regain hit points equal to half the damage dealt or all damage dealt, if the creature was bleeding.
- Once you use this feature, you gain one level of exhaustion and cannot use it again until you finish a long rest.







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