Base Class: Fighter
"Tavern Killer Still at Large: 5 Confirmed Victims..."
Hulking, Unstoppable, and Menacing. You apply pressure through Fear and Brutality, and no matter how many times they cut and stab and burn you, You Always Come Back.
You WILL Fear Me. - Level 3
Imposing
You gain proficiency in the Intimidation skill. If you already have proficiency in Intimidation, you instead gain proficiency in another Charisma-based skill of your choice.
Whenever you make a Charisma (Intimidation) check, you may use your Strength modifier in place of your Charisma modifier.
Additionally, you may use your Strength modifier instead of your Dexterity modifier for weapon attacks made with the Thrown property.
Creature of Habit
You can choose to gain Expertise with any two Weapons or Armor you are proficient in.
You can choose another Expertise at level 10 and 18.
Note; Weapon Expertise: Add half of proficiency bonus to the damage.
Note; Armor Expertise: Add half of Proficiency bonus to AC, Max of +2.
Throw to Kill
Any non-Heavy weapon with which you are proficient gains the Thrown property with a normal range of 20 feet and a long range of 60 feet.
In addition, you may engage in Two-Weapon Fighting even when the weapons used lack the Light property, provided neither weapon has the Heavy property.
When you throw a weapon, you can cause it to instantly return to your hand as a bonus action.
At 10th level, whenever you recall a weapon in this way, you may immediately make one attack with it as part of the same bonus action.
Lay there and Suffer! - Level 7
None Shall Be Spared
When you critically hit a creature, or hit a prone creature, all creatures you choose within 30 feet of you must make a DC (8 + Strength Modifier + Proficiency Bonus) Wisdom saving throw or become frightened of you until the end of your next turn. The saving throw can only be triggered once per round.
Heavy Impact
Once per turn, when landing a thrown weapon attack with a weapon that lacks the 'Light' Property, the Creature must make a DC (8 + Strength Modifier + Proficiency bonus) Strength saving throw or be knocked prone and take an additional 1d6 damage. After knocking a creature Prone using this feature, you can move up to half your movement speed towards the creature without provoking opportunity attacks.
None of you stand a Chance...! - Level 10
Just Won't Die
While you are below half your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Additionally, you gain resistance to fire damage.
Thing of Nightmares
You gain advantage on attack rolls against creatures frightened of you.
Additionally, when you successfully grapple a creature, you may force it to make a Wisdom saving throw.
The saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
On a failed save, the creature becomes frightened of you until the end of your next turn.
Once a creature succeeds on this saving throw, it cannot be affected by this feature again for 24 hours.
Additionally, creatures frightened of you cannot escape your grapple willingly.
I am here to claim what is left of you! - Level 15
I ALWAYS COME BACK
Once per long rest, when you would be reduced to 0 hit points, you can instead drop to 1 hit point and immediately regain hit points equal to half your maximum hit points.
Each creature of your choice within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you.
The saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
After using this feature, you enter a Deathless State for 1 minute, during this state, you gain resistance to bludgeoning, piercing, and slashing damage, your 'Just Won’t Die' feature is always active, you do not need to breathe, and you have advantage on saving throws against being frightened, charmed, or stunned.
For the duration, you count as both your original creature type and Undead.
"Where did he go?!"
You gain advantage on Dexterity (Stealth) checks.
Once per turn, when you hit a creature while hidden from it, you may maximize the weapon’s damage dice for that attack.
Immediately after the attack, you may attempt to Hide as part of the same action.
Additionally, your movement speed is not reduced while prone and being prone does not impose disadvantage on your attack rolls.
At level 18, if you hit a creature with an unarmed strike while prone, they are knocked prone, and you can choose to stand up from prone without consuming movement as part of that attack.
The Darkest Pit of Hell is Open for Business! - Level 18
Ignited
While you are in your undead state from your 'I ALWAYS COME BACK' feature, all your attacks deal an additional 1d6 fire damage, and your attacks bypass resistances, and immunities to bludgeoning, slashing, piercing, and fire damage are treated as resistances (not removed by this feature). Creatures that hit you while in this state with a melee attack that lacks the 'Reach' Property take 2d6 fire damage.
Strength of a Golem
When you hit with a weapon attack using a weapon that lacks the Light property, you deal additional damage equal to your Strength modifier.
This applies to thrown weapon attacks.
Additionally, your Strength score increases by 2, to a maximum of 23.
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