Base Class: Fighter
The foes you have faced so far have made something very clear. Your bloodlust does not leave after a kill, it just gets stronger. Your senses have been sharpened and your bloodlust makes sure that no enemy can escape your grasp. A subclass based loosely on the Drifter from Deadlock
Critical Hit
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Mark of the Murder Hobo
Starting at 7th level, you can throw a Marking bolt at an enemy, The bolt uses a weapon hit roll to decide if it hits. On a hit, the mark can be immediately used to teleport behind the marked enemy. Any attacks made after teleporting to the mark are made with advantage, as long as the target of the attack is the marked enemy.
The Hunt
At 10th level, you learn to make your enemies blind through sheer fear. When using The Hunt, You blind 3 enemies of your choosing within 60ft of your location, the enemy is blinded until the end of your next turn, When an enemy is blinded, you have double movement towards them. This does not grant advantage to attacks. Blinded enemies count as being isolated
Isolated Prey
At 15th level, An isolated enemy is as good as dead, and that gives you confidence, you deal an extra 1d6 magical slashing damage to any enemy that doesn't have another enemy within 10ft of it, or is blinded by The Hunt
Blood-Crazed Maniac
At 18th level, You reach a state of Manic Bloodlust and are able to see weakspots on enemies where no resistance can save them. At the start of each of your turns, you gain a 1d6 True damage dice, that bypasses all resistances. You can stack up to 3 die. Use the die on an attack of your choice, after which the used die are removed from your die stack. The True damage dice do not gain the damage increase from a critical hit, and should be rolled as separate damage. Upgrades to 1d8 True damage at level 20
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Posted Jul 2, 2026Should finally be made right, please give any possible change ideas in the comments