Base Class: Fighter
"Come one, come all, the Heir's back home"
-The first Swordsman of Hatred
By congealing their hatred, a Swordsman of Hatred sharpens both body and malice. Their strikes drip with corrosive spite and their presence suffocates the wills of their foes.
This subclass is a mix of a close range swordfighter and a ranged debuffer.
Level 3
Hatred: When hit by an attack, your next attack against the creature that hit you has a +1 to hit
At level 10, this increases to a +2
At level 18, this increases to a +3
Preferred style: Depending on what Fighting Style(s) your have, you gain a bonus:
1. Two-Weapon Fighting: As part of the Attack action when you are wielding only one weapon that qualifies for two-weapon fighting, you can conjure a spectral duplicate of that weapon in your off hand. You may make the normal bonus-action attack with that duplicate. The duplicate has the same properties as the weapon and vanishes when dropped or when combat ends.
2. Archery: When missing or landing a ranged attack, deal damage equal to the difference in your hit roll and the creature's AC (max of 5, 2 if the attack missed).
3. Blind Fighting: Your blindsight range is increased by 10 feet, you gain advantage on dexterity saving throws that originate from a source inside your blindsight range.
4. Defense: The bonus also extends to any allies within 10 feet of you.
5. Great Weapon Fighting: You can use two handed weapons in 1 hand, however you deal -2 damage when landing attacks with two handed weapons used in one Hand. This also allows the weapon to be used with Two-Weapon Fighting.
6. Interception: Interception ranged increased to 15 feet, interception damage reduction increased to 1d12 + (proficiency bonus).
7. Protection: If you use the Protection fighting style to impose disadvantage on an attacker and the attack misses, the creature who would have been hit can either immediately move up to 10 feet without provoking opportunity attacks or immediately make one melee attack against the attacker.
8. Thrown Weapon Fighting: When making a ranged attack with a thrown weapon, it gains the effect of the Graze weapon mastery.
9. Unarmed Fighting: When you hit with an unarmed strike, you can reduce the target’s walking speed by 10 feet until the end of your next turn (once per creature per round). Unarmed strikes also deal your Malice bonus acid damage and can trigger Malice effects.
Malice: Your attacks with weapons deal 1d4 bonus acid damage.
At level 7, your attacks deal 1d6 bonus acid damage instead.
At level 10, when hitting a creature, the creature must make a DC 8 + (Your proficiency bonus) + (Your Strength modifier) constitution saving throw or become poisoned for 2 rounds.
At level 15, your attacks deal 1d8 bonus acid damage instead.
Level 7
Entanglement: When you take the Attack action, you can replace one of your attacks with Entanglement. You throw a spectral clone of your weapon in a straight line: a 5-ft-wide, 60-ft-long line. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save the creature’s walking speed becomes 0, and their climb, swim, and fly speeds are halved (round up) until the start of your next turn. Affected creatures also take 1d6 acid damage. This attack ignores cover for the purpose of line targeting (it treats cover as if it were not present). Recharge: Once you use Entanglement, you can’t use it again until the start of your third turn after this one (i.e., roughly “once every 2 rounds”).
At level 15, Creatures that fail the saving throw also lose their reaction until the start of your next turn.
Indomitable: You gain proficiency in Athletics. In addition, if you are paralyzed, stunned, petrified, or restrained and the effect would last longer than 2 rounds, you forcibly end that condition on yourself at the end of your second round under that effect. (If the condition’s duration is shorter than 2 rounds it ends normally).
Level 10
Unstable Eye: s a bonus action, you may deal 1d6 necrotic damage to yourself to gain truesight out to 10 feet for 2 rounds.
At level 15, the truesight range increases to 20 feet.
At level 18, the truesight duration becomes 1 minute.
You can use this feature multiple times, but you take the self-damage each time
Suffocating Presence: You gain proficiency in Intimidation. In addition, whenever you force a creature to make a Concentration check (for example, by damaging them while they are concentrating), that creature has disadvantage on the Constitution check.
Level 15
MASS INFECTION:
As an attack replacement (instead of one attack), you may wind up and launch a wave of Hatred in a 15-ft-wide, 120-ft-long line. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save a creature takes 2d6 slashing + 1d6 acid and is poisoned for 1 minute (the creature can repeat the save at the end of each of its turns, ending the poisoned condition on a success). On a success the creature takes half the damage and is not poisoned. This attack ignores cover. Creatures that are within 5 feet of you when you use MASS INFECTION may immediately use a movement reaction to move up to 10 feet away from you (this doesn’t provoke opportunity attacks), unless their movement speed is 0 by other effects. Any creature still within 5 feet of you when you finish the wave automatically fails its save and takes maximum damage.
Recharge: Once you use MASS INFECTION, you can’t use it again until the start of your fourth turn after this one (i.e., roughly “once every 3 turns”).
Unrelenting: Your walking speed increases by 10 feet. After you kill a creature, or after Indomitable ends a status on you, the next time you use the Dash action it uses no action (it is free movement). This benefit is consumed after use.
Domino Effect: Whenever a creature you killed dies or a creature you damaged (and which was below half its max HP) dies, you gain +1 to attack rolls (maximum +1). This bonus lasts until the end of the current combat encounter.
At level 18, the max hit bonus increase from this feature is increased to +2.
Level 18
"I look in the mirror, yet it can't bear to look back"
CREATION OF HATRED: While you are below 50% of your maximum hit points you gain the following benefits:
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Your AC increases by +2.
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Your attacks deal an additional +1d6 damage.
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You gain resistance to one damage type of your choice (chosen when you fall below 50%; you may change this choice whenever you finish a long rest).
REJUVINATE THE ROTTEN: As an action, you may deal 3d6 necrotic damage to yourself to animate a number of Constructs of Hatred equal to the number of creatures that died in the current encounter (Up to your proficiency bonus). each Construct of Hatred is created on top of a creature's corpse. Each Construct appears on the corpse of a creature that died in the encounter and has hit points equal to the damage you just dealt to yourself. (You may choose which corpses host Constructs if fewer corpses are available; unused potential constructs do not appear.)
Constructs of Hatred do not act on your initiative as independent creatures. Instead: whenever an enemy creature moves within 15 feet of a Construct, the Construct may immediately move up to 10 feet toward that creature and make a single reactive melee attack (5-ft reach) against that creature: +2 to hit, dealing 1d6 bludgeoning + 1d6 acid on a hit. This reactive attack can occur once per round for each Construct and occurs before the triggering creature’s next action. Constructs occupy a space and can be targeted and destroyed like other creatures; their other immunities and AC should be set by the DM (suggested AC 10 + your proficiency bonus).
Limit: Rejuvenate the Rotten can only be used once per long rest
Previous Versions
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