Warlock
Base Class: Warlock

Those that are embraced by The Slasher may have died, are near death, desire revenge, may just love killing, or a mixture of these. Nonetheless, as long as blood is spilled you continue to please your patron, becoming an unkillable machine as your enemies run from your sinister weapon of choice. Your name shall be written in blood, the blood of your victims.

Signature Weapon

At 1st level, you pick a weapon that you have proficiency in and is in your possession. This weapon is enchanted  by your patron, maybe appearing covered in blood at all times or runes carved into it; truly, it is a strange object. While wielding this weapon:

  • It is considered magical with ignoring resistances and immunities.
  • It can never be disarmed from you and spells don't affect it unless you allow it.
  • You may use your charisma modifier for attack and damage rolls.

You may spend 1 hour concentrating to change your weapon of choice, as long as the requirements above are filled. This also works with magical weapons, Pact of the Blade weaponry takes only a minute to concentrate, each change requires you to take the extra minute to gain the said effects.

Adept Murderer

At 1st level, you gain two Killing Tricks of your choice from the Killing Tricks subclass feature. Some may require a victim to make a save to which this DC is used:

8 + your proficiency modifier + your charisma modifier

Whenever you use a killing trick, you must also make a Charisma check against your own DC, if you fail you gain a flaw of the DM's choice until a long rest, usually this is related to what is currently happening.

You gain another trick at 7th, 14th, and 18th level.

Cold-Hearted

Your very mind has hardened to most desires and fears. At 6th level you are immune to the frightened condition and advantage against charm effects.

Killer's Obsession

At 10th level, you gain someone you are fanatically interested in, being either love or hatred.

When taking a long rest, you may begin concentrating and choose one person in your party as your obsession. Whenever your obsession is within 10 feet of you, you gain advantage on any weapon and spell attacks. If your obsession is within 5 feet of you and you attack something, you must make a Wisdom saving throw against your DC. On a failure you attack them instead.

You cannot change your Obsession unless they die. If your Obsession dies, you may spend a long rest choosing another.

Remember Me

At 14th level, you've mastered the art of maiming. Once per long rest, you may spend your action to do one attack, if it hits you severely damage or even remove something important to the creature (except anything they need to live). The DM chooses what this is and the penalties associated with this.

Killing Tricks

The Killing Tricks are Described Below in Alphabetical order:

Approach by Evil

When you go 20 feet towards someone, you can use a bonus action to cause them to make a Wisdom saving throw or be frightened for 1 minute. They can repeat the save at the end of their turn.

You can use this once per long rest.

Art of Death

When you kill someone, you may use your reaction to target an amount of people equal to your charisma modifier. They must make a Wisdom save or use their reaction to run away from where the person died. You can use this once per long rest.

Can't Stop

Once per long rest, whenever you take damage you can cast the feign death spell upon yourself. Though you may stop the spell whenever you like instead of waiting the whole duration.

Could be Anyone

You possess a mask that hides your real identity, you are immune to your mind being infiltrated and have advantage on deception checks while it is on. You may take on or take off the mask at will, whenever you put it on however, you will have to make the Killing Trick check.

Dream Demon

When someone is sleeping within 30 feet of you, you may spend an action to infiltrate their dreams. They must make an Intelligence saving throw or you appear in their dreams. For the next 4 hours after they awake they will react fearfully to you and will have disadvantage on Insight checks for the duration against you. You may use this once per long rest.

Marked for Death

You may cast Hunter's Mark a number of times equal to your charisma modifier, though you may not change targets. Though, you always know their location within 30 feet of you, even if their hiding or invisible.

Your uses recharge at the end of a long rest.

Never Sleep

Instead of a normal long rest, you go into an inactive state for 4 hours. While in this state you can still see and hear everything around you.

Patient Predator

You gain proficiency in the stealth skill when you select this Killing Trick. If you stay in one place for a minute you gain a +5 to Stealth which goes away when you move from that position.

Relentless

You seem to ignore most injuries. After a long rest you start with 1D10 + your level in temporary hit points

Suffer

Whenever you cast a spell that damages someone, you may add 1D8 to that damage roll. You can do this a number of times equal to your Charisma modifier.

You regain your uses at the end of a long rest.

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