Fighter
Base Class: Fighter

Some warriors are trained to be well rounded. They utilize their armor and weapons to push for strategic advantages on the battle field, cycling through different combinations of gear to make the best out of any situation and find victory in their battles. A good fighter knows that, at the core of each battle, war, or struggle, it takes a delicate balance of skill, resolve, and tactics to overcome their enemy. A well balanced team is what separates those that survive and those that fall.

Some fighters take note of the ferocity of the likes of Barbarians and seek to emulate their blind rage and ferocity. There are many ways a warrior can obtain the strength to overwhelm their enemies and the Purge Knight exemplifies the undying frenzy barbarians have come to symbolize. Purge Knights utilize their gear to the fullest and with special training of the mind, are able to cut out all distractions in battle.

These fearsome knights were first born in Avernus and were typically reserved for the Devil's own vanguard to help fight back the endless waves of demons crawling from the abyss. These specially trained knights were employed for long term territory holding operations and served as the first line of defense against their relentless foes. While the mental faculties of certain devils were key to mastering this fighting style, there are certain others that can learn to use this ability outside of the rings of Hell, where they learned these abilities could be more occult in nature or perhaps they served alongside the surviving Hell Riders of Baldur's Gate. Regardless of where these skills were learned, Purge Knights are masters of heavy armor and possess the ability to enter a battle frenzy while donning the secure form of protection, turning the already advantageous nature of powerful armor even more deadly in their hands.

While these knights revel in the power afforded by heavy armor, they may also utilize their mental training while unarmored, however, this leads to a much more frenzied and savage version of their fighting style and, while granting an edge in combat, may pose more risks than some parties may be comfortable with. After all, it is the nature of the Purge Knight to be ruthless, no matter what stands in their way.

The Cold Purge

Starting at 3rd level, you gain the ability to enter a Cold Purge while wearing Plate Armor in combat. While a Barbarian will become wild and explosive, your Purge is cold and focused, allowing you perfect concentration on slaying whatever enters your field of view and pushing through all of their attacks. You must be wearing Full Plate to enter your Cold Purge.

As a bonus action, you enter your Cold Purge for 1 minute. While in your Cold Purge, you gain a resistance to all incoming non-magical damage equal to your Con mod and an additional die roll based on your level in your Fighter class (see below table) this is your Purge Die. When you enter your Cold Purge, roll your purge die. The result of your purge die is added to your Constitution modifier as resisted damage when you take any non-magical damage for the duration of your Cold Purge. In addition, when you roll the maximum number for your purge die, you have advantage on the first attack roll you make during each of your turns. This resistance can be applied once per round of combat. Your Cold Purge ends when there are no longer any hostile creatures in your line of sight or you are rendered unconscious. Each turn you are in your Cold Purge, you must attack a creature within your range whether it be friend or foe, if you fail to make an attack against a creature near you, you take your purge die as psychic damage.

You may use your Cold Purge a number of times equal to your strength modifier and regain all uses after a long rest. These number of uses are shared with Chaotic Purge.

Resistance Die Table (As you level in this class, your Resistance die changes as follows)

3rd level: 1d6 damage resistance

7th level: 1d8 damage resistance

16th level: 1d10 damage resistance

20th level: 2d6 damage resistance

The Chaotic Purge

Additionally at level 3, you gain one other way of using your deadly focus in the form of the Chaotic Purge. Purge knights may favor their plate armor but they don't always battle in it. Perhaps they are caught off guard or must abandon their armor due to battle damage or injuries, if this happens, the Purge Knight that attempts to enter their Cold Purge state instead enters a chaotic purge due to the distractions of the battlefield overwhelming their senses instead of being blocked by their Plate Armor.

While not wearing Plate Armor, you may enter a Chaotic Purge for 1 minute as a bonus action. Upon entering Chaotic Purge roll your purge die, adding the same result to one attack or damage roll each round. You may choose whether to add this to the attack or damage roll after you roll your attack but before you know if it succeeds or fails. If you add your purge die this way, you must roll it again at the end of your turn with the result causing a Chaos Effect on the table below. If you are rolling more than one purge die this way, you use the lower result of the two dice when determining your Chaos Effect. The Chaotic Purge ends when there are no longer any hostile creatures within eyesight or you are rendered unconscious. Each turn you must attack a creature, whether it be friend or foe. If there are no enemies you are able to attack, you take your purge die in Psychic damage.

You may enter your Chaotic Purge a number of times equal to your strength modifier and regain all uses after a long rest. This number of uses is shared with your Cold Purge.

Chaos Effect Table

While in Chaotic Purge, the below table will determine the Chaos Effect that occurs when using your Purge Die roll in battle.

1,9: You spend a reaction to attack the next nearest creature other than your last target that is within melee reach be it friend or foe. If there is no creature, you take your Consitution Modifier in Psychic damage (This damage cannot be reduced in any way).

7,4: Your Time in Chaotic Purge is reduced by 6 seconds (1 round of combat)

5,6: You spend a reaction and move up to half your movement or the remaining movement that round (whichever is greater) to the creature nearest to you, slamming into it. The creature must make a (DC 8+ Strength Mod) Strength saving throw or take your strength modifier damage and you fall prone.

3,8: You release a blood chilling war cry. All creatures within 15 feet of you must make a (DC 8+ Charisma Mod) Charisma Save or become frightened for 1 turn.

2,10: The willful rage within you tears the veil and manifests a random magical effect determined by your DM.

Purge Resistance

Beginning at 7th level, your Cold Purge state grows in depth, allowing you to heighten all of your resistances to continue pursuing your enemy.

Your Purge Die increases to 1d8.

While in your Cold Purge, you are immune to the Frightened condition and have advantage to saves against Charmed effects. In addition, you may now add your Purge Die to your Saving Throws while in Cold Purge. 

Alternatively, if you are in your Chaotic Purge, you may still add your purge die to your saving throws but the result of the purge die causes a Chaos Effect from the Chaos table. A Chaos Effect can only triggered once per round.

Cold Calculation

At 10th level, you have found how to scrutinize every move your foes make, using their own fury against them by reading their attacks and positioning yourself perfectly to counterattack.

When an enemy targets you with a multi-attack while you are in your Cold Purge, you gain +1 to AC for each attack after the first. This AC bonus lasts until the end of the enemy's turn. For each +1 to your AC gained this way, you also gain half that value to the first attack roll you make before the end of your next turn against that same enemy (Minimum of 1).

Alternatively, while in your Chaotic Purge, you may use a reaction to move to an ally within your move speed and shield them from an attack meant to hit them. As long as you end your movement in an unoccupied square adjacent to the ally, you become the target of the triggering attack. If the attack hits you, you gain advantage on your next attack roll against that enemy and you may add your purge die to the damage roll if your attack is successful. Adding your purge die causes a Chaos Effect based on the number it rolls. Chaos Effects cannot occur more than once per round.

Predominant Purge

Starting at 15th level, you enter a state of constant calculation, the stimulation of your cold nature constantly keeping you alert and ready to act.

While wearing full Plate Armor but not in a Purge state, your actions remain deliberate and your focus is relentless. While conscious, you have advantage to perception checks for incoming threats and you cannot be surprised. You also have advantage on initiative checks and may move half of your speed as a reaction after rolling initiative as long as you move toward a hostile creature. You also gain resistance to all damage except Psychic and Force equal to 6+ your constitution modifier. This damage resistance can be applied a number of times per round equal to your constitution modifier but only once per attack or spell.

While in Cold Purge or Chaotic Purge, your purge die may be rerolled on a result of 1 and if you take psychic damage from your Purge abilities, you may reroll that number if it is the highest value on the die. If you reroll any dice this way you must take the second result.

While in either Purge state, you may choose to roll a Purge Die as a bonus action. The result extends your Purge by that many turns (multiples of 6 seconds each) and you activate a Chaos Effect based on the result as well.

 

Pinnacle of Slaughter

At 18th level, you are a sight that brings dread to any enemy willing to stand in your way and the more you cut down, the more it invigorates the spirit of slaughter within you and demoralizes what foes remain.

When you have combat advantage or any bonuses to your attacks/AC and reduce a creature to 0 Hp, you regain a portion of the damage dealt as health (maximum of 3x Constitution Mod).

In addition, you may choose to forgo applying your purge die value when in Cold Purge or Chaotic Purge and deal that value as psychic damage directly to an enemy within 10 feet of you. The targeted enemy must then make a Wisdom Saving Throw (DC= 8+ Strength Mod) or become frightened for 1 turn. Assigning this damage still causes a Chaos Effect if you are in your Chaotic Purge.

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