Fighter
Base Class: Fighter

"I no longer fear men which can avoid all the harm which I bring them. After this duel, I have learned the most terrifying of souls is the man whom, with your sword embedded in his stomach, chooses to grab it by bare hand and drive it deeper, if only to pull you closer. The man who drinks the blood you shed, who laughs with every gaping wound. With reckless abandon, he chases you. Wading through rivers of acid and not once faltering in step. Catching your blade in his hand. Laughing horribly when you pierce him. And do not be surprised when he crawls from Hell just to experience it again."

-Ajax Karmyn, Personal Journal, Entry 622: The Man Who Drank Pain

 

On a scarce-trodden road, a man cackles as he's peppered with arrows, advancing and not halting with each puncture of his flesh, axe ready at his side. In the streets of a burning city, a girl cries in pain as she drops to the ground, impaled and tossed away like a ragdoll. In agony as her attackers laugh and move to the next victim, she raises her pistol and fires. In the deepest dark of an ancient ruin, a man of sleek armor and few words pulls his sword through the cuts and stabs littering his body, and the blade crackles with red energy in response.

Paindrinkers know and love little more than agony. Pain is and always was power to these fighters, who have dedicated their fighting not to avoiding but ignoring it. These fighters are tenacious and reckless, bordering self-destructive, while having the grit and deadliness to back it up. Often, Paindrinkers are found in all sorts of strange places, as a pure masochist brute is as likely to receive the power of a Paindrinker as a particularly tough young girl. This power can come from a variety of sources (often ones associated with blood and pain), but is most often intrinsic and unexplained.

Level 3: Tenacious Grit

When you take damage, you can gain temporary hit points equal to half the damage taken (Round down) (No action required). This does not include damage taken to temporary hit points. When you use this feature, you can't use it again until the start of your next turn.

Level 3: Pain Dice

When you select this class at 3rd level, you gain access to Pain Dice- the ability to harness your pain into power. Your Pain Dice are d10s. These fuel various powers this subclass has access to. You gain Pain Dice in the following ways:

  • You gain two Pain Dice when you are hit with a critical hit or critically fail a saving throw to avoid damage.
  • You gain a Pain Die at the start of your turn if you are below your hit point maximum. When bloodied, you gain an additional Pain Die.
  • On your turn, you can expend any number of your hit dice (no action required). Roll them and take the total in necrotic damage. This necrotic damage cannot be reduced in any way, ignores temporary hit points, and ignores resistance. You gain a number of Pain Die equal to the Hit Dice expended.

Pain Dice can be used in the following ways:

  • Wicked Revelry. Using a bonus action, you can expend three Pain Dice to restore a use of and immediately use your second wind feature as part of this same action.
  • Bleed It Out. When you start your turn while restrained, grappled, blinded, deafened, paralyzed, poisoned, charmed, or frightened, you can end those conditions on yourself (No Action Required). Expend two Pain Dice per status effect being ended.
  • Blood-Fueled Strike. When you hit a creature with a weapon attack or unarmed strike, you can expend a pain dice, roll it, and add its total to the damage. It counts as either necrotic or the original damage type of the attack (your choice).

Level 7: No Stranger to Pain

When you fail an ability check or saving throw, you can expend one Pain Die (or Hit Die), roll it, and add it to the roll, potentially turning the failure into a success. You take necrotic damage equal to the total rolled, which can't be reduced in any way.

Level 7: Improved Blood-Fueled Strike

When you target a creature with Blood-Fueled Strike, you can expend additional Pain Dice to add one effect below. The DC for saving throws for these effects equals 8 + your Proficiency bonus + your CON modifier.

  • Vicious Strike (1 additional Pain Die). You strike viciously, causing your enemy to bleed. Your attack deals an additional 1d8 of the original damage type, and the creature must succeed a Constitution saving throw or take 1d8 Necrotic damage at the start of each of its turns for the next minute or until it receives magical healing.
  • Envenomed Strike (1 additional Pain Die). Pain and hatred coat your weapon for this strike like a poison. Your attack deals an additional 1d8 Poison damage, and the creature must succeed a Constitution saving throw or be poisoned for the next minute, repeating the save at the end of each of its turns and ending the effect on a success. While poisoned in this way, the creature takes an additional 1d6 Poison damage each time it targets a creature other than you with an attack.
  • Painful Strike (2 additional Pain Dice). Your blow aims to cause agony in your opponent. Your attack deals an additional 2d8 damage of the original type, and the creature must succeed on a Strength saving throw or fall prone and be considered paralyzed for 1 minute, ending the effect early with a successful repeated saving throw at the end of its turn or when it receives damage or healing. 
  • Staggering Strike (2 additional Pain Dice). Your strike carries more concussive force than typical, fueled by pain and adrenaline. Your attack deals an additional 2d8 bludgeoning damage, and the creature must succeed on a Constitution saving throw or be pushed back 5 feet. On its next turn, it may move, take an action, or take a bonus action, but no more than one of those. Additionally, until the end of its next turn it has disadvantage on attack rolls and strength and dexterity saving throws.
  • Spiteful Strike (3 or more additional Pain Dice). You allow harm to yourself to make your attack more devastating. Expend any number of Pain Dice (Minimum of three) and roll them. Take the result in Necrotic damage, ignores resistance, ignores temporary HP, and cannot be reduced in any way, and deal double the result to the creature.

Level 10: Undeterred

You've come to let nothing stop you.

You now ignore difficult terrain while you have at least one Pain Dice, and ignore effects which would reduce your movement speed. 

Additionally, you have advantage on saving throws to avoid or end the charmed or frightened conditions, and when a creature attempts to charm or frighten and you critically succeed, you may move, take a bonus action, and take an action as if it were your turn.

Uncompromising

Your willpower deepens its roots to harden against pain.

When you use your tenacious grit feature, you now gain temporary hit points equal to the full total of damage dealt.

Level 15: Unstoppable

Your Pain Dice become d12s.

Additionally, while you are bloodied, you gain the following benefits:

  • You gain advantage on all attack rolls and Strength, Dexterity, and Constitution saving throws.
  • Your attacks can score a critical hit on a roll of 19 or 20 on the d20.
  • All of your attacks deal an additional 1d12 necrotic damage.
  • Your speed increases by 5 feet.
  • You gain a +2 bonus to AC.

When you gain these benefits, you cannot gain them again until you complete a short or long rest.

Level 18: Nigh-Unkillable

When you are reduced to 0 Hit Points, gain temporary hit points equal to half your total. You gain the benefits of the Unstoppable feature, even if you've expended your use, and can move, speak, and take actions and bonus actions as normal while at 0 Hit Points. The next time you hit a creature with an attack, expend all your Pain Dice, roll them, and deal the result in damage (your choice of the attack's original type or necrotic). Regain hit points equal to the total rolled.

Once you use this feature, you cannot use it again until the end of a short or long rest. Alternatively, you can expend 5 Pain Dice and gain one level of exhaustion to restore your use (no action required).

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