You were born at a very young age, leaving your past, just like your blade, stained with blood. Your very original and tragic backstory has left your perception of the world tainted. The only thing on your mind is where the next dark corner to brood in is, and vengeance, of course. Always vengeance.
Poorly Written Backstory
Starting at 3rd level when you choose this archetype, the innumerable plot holes in your tragic 500 word backstory have granted you some benefits in your favor.
Once per long rest, you may choose an additional background from the players handbook in addition to the one you already have, gaining the benefits of both. You may only have one secondary background at a time, but can switch the one you have out during a long rest. Any items gained through the secondary background vanish if you are not wearing or carrying them and cannot see them. All benefits from the secondary background, including the equipment, disappear upon switching to a different background.
At 7th level, you have two secondary backgrounds at a time instead of one, but can only switch out one during a long rest. At 15th level, you can choose three.
Dark Monologue
At 7th level, your backstory is so dark and tragic that it can be weaponized.
You may, as a bonus action at the start of your turn, begin to rant about every bad thing that has ever happened to you. Doing so requires concentration to maintain, as if on a spell. Any hostile creature that starts or ends their turn within 30 ft. of you and can hear you must succeed on a DC (14 + your proficiency bonus) Wisdom saving throw or be frightened of you. A creature frightened in this way can make the saving throw again at the start of their turn, ending the effect on a success. A creature who succeeds either saving throw is immune to your Dark Monologue for 24 hours.
You may monologue for a number of rounds equal to your proficiency bonus + 4. When you lose concentration on your Dark Monologue, either willingly or due to failing the saving throw, roll a 1d6. On a number less than or equal to the number of times you have broken concentration in this way (resetting on a short or long rest) you lose the ability to use this feature until your next short or long rest.
Aloof
At 10th level, your inner turmoil has rendered you numb to the world around you, allowing you to shrug off that which would traumatize others. You gain the following benefits.
You have advantage on saving throws against being charmed or frightened, and can automatically end either condition on your turn on yourself as an action.
You cannot be surprised while conscious, taking your turn as normal.
When you are hit with any amount of psychic damage, you can, as a reaction, steel yourself to it, giving you resistance to that instance of the damage.
"Nothing Personal, Kid"
At 15th level, your lust for slaughter has made you a perfect killing machine, dispatching foes with nigh surgical precision.
When you make a weapon attack against a creature who has any of the following conditions (Paralyzed, Prone, Frightened, Stunned) You may exploit the vulnerability of your foe, dealing additional damage on a hit equal to your fighter level. If a creature dies as a result of this damage, you 1d12 temporary hit points. You may only attack in this way once per turn, and only once per creature per combat encounter.
God Complex
At 18th level, your self righteous egotism has grown so vast that it bleeds into the real world, making you nearly as powerful as you say and think you are.
When you are reduced to 0 hit points, you may call upon a well of pretentiousness which has been waiting, nay, BROODING, within you since the start. You gain the following traits until you are reduced to 0 hit points again.
You regain half of your maximum hit points in the form of temporary hit points, and cannot regain hit points in any way.
You add your proficiency bonus to your armor class, damage rolls, and saving throws.
You lose 15 hit points at the end of your turn, every turn, until you are reduced to 0 hit points once again.
You were born at a very young age, leaving your past, just like your blade, stained with blood. Your very original and tragic backstory has left your perception of the world tainted. The only thing on your mind is where the next dark corner to brood in is, and vengeance, of course. Always vengeance.
Poorly Written Backstory
Starting at 3rd level when you choose this archetype, the innumerable plot holes in your tragic 500 word backstory have granted you some benefits in your favor.
Once per long rest, you may choose an additional background from the players handbook in addition to the one you already have, gaining the benefits of both. You may only have one secondary background at a time, but can switch the one you have out during a long rest. Any items gained through the secondary background vanish if you are not wearing or carrying them and cannot see them. All benefits from the secondary background, including the equipment, disappear upon switching to a different background.
At 7th level, you have two secondary backgrounds at a time instead of one, but can only switch out one during a long rest. At 15th level, you can choose three.
Dark Monologue
At 7th level, your backstory is so dark and tragic that it can be weaponized.
You may, as a bonus action at the start of your turn, begin to rant about every bad thing that has ever happened to you. Doing so requires concentration to maintain, as if on a spell. Any hostile creature that starts or ends their turn within 30 ft. of you and can hear you must succeed on a DC (14 + your proficiency bonus) Wisdom saving throw or be frightened of you. A creature frightened in this way can make the saving throw again at the start of their turn, ending the effect on a success. A creature who succeeds either saving throw is immune to your Dark Monologue for 24 hours.
You may monologue for a number of rounds equal to your proficiency bonus + 4. When you lose concentration on your Dark Monologue, either willingly or due to failing the saving throw, roll a 1d6. On a number less than or equal to the number of times you have broken concentration in this way (resetting on a short or long rest) you lose the ability to use this feature until your next short or long rest.
Aloof
At 10th level, your inner turmoil has rendered you numb to the world around you, allowing you to shrug off that which would traumatize others. You gain the following benefits.
"Nothing Personal, Kid"
At 15th level, your lust for slaughter has made you a perfect killing machine, dispatching foes with nigh surgical precision.
When you make a weapon attack against a creature who has any of the following conditions (Paralyzed, Prone, Frightened, Stunned) You may exploit the vulnerability of your foe, dealing additional damage on a hit equal to your fighter level. If a creature dies as a result of this damage, you 1d12 temporary hit points. You may only attack in this way once per turn, and only once per creature per combat encounter.
God Complex
At 18th level, your self righteous egotism has grown so vast that it bleeds into the real world, making you nearly as powerful as you say and think you are.
When you are reduced to 0 hit points, you may call upon a well of pretentiousness which has been waiting, nay, BROODING, within you since the start. You gain the following traits until you are reduced to 0 hit points again.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs