Base Class: Fighter
Entropic fighters are naturally attuned to the necrotic energy around them, often raised in a place where there was once great death and bloodshed. These Blades of Entropy have learned to use the energy of decay inside them to fuel their lives and make them an even greater threat.
Necessary Resistance
Beginning when you choose this archetype at 3rd level, you gain resistance to necrotic damage.
Entropy Dice
When you choose this archetype at level 3, you gain a number of Entropy Dice equal to your level. You can expend these dice to produce certain effects. All uses are regained on a long rest. You can have no more than two Entropic effects active at one time. Your Necrosis die starts as a d6. It is upgraded to a d8 at 7th level, a d10 at15th level, and a d12 at 18th level.
- After hitting with an attack, you can expend one Entropy Die. After doing so you may roll one Entropy Die and deal extra necrotic damage equal to the result of the roll plus your Constitution Modifier.
- As a bonus action, you can expend two Entropy Dice to infuse your blade with necrotic energy for one minute. While this is active, damage dealt by your weapon cannot be healed.
- As an action, you can expend two Entropy Dice to gain the effects of the False Life spell which can be scaled by expending one more necrosis point per spell level above 1st (this is only considered active for the action it takes to activate, though the effects linger).
- As an action after being reduced to 0 hit points, you can expend 8 minus your Constitution modifier Entropy Dice to bypass death saves and come back with one hit point. If you do this, you must be healed by magic other than your own within a number of hours equal to your constitution modifier. If you have not been healed to at least half pf your hit point maximum by the end of that time you die permanently.
Call of the Grave
At 7th Level, when you score a critical hit or roll maximum damage you may expend Entropy Dice and force your target to make a Constitution saving throw. On a failed save, the creature takes one point of exhaustion for every two Entropy Dice that you expend.
Persistent Decay
At 10th level, when you deal necrotic damage, you can expend one additional Entropy Die to force your target to make a Constitution saving throw. On a failed save, they take an additional 1d4 necrotic damage immediately, and again at the beginning of each of their turns for one minute. This damage can stack indefinitely, though this ability can only be used once per turn.
Hasty Death
At 15th level, after you hit with an attack, but before you roll damage, you may expend three necrosis points to make your target vulnerable to the damage of this attack. This cannot bypass immunities and can only be used once per turn.
Child of Necrosis
At 18th level, you ignore resistances to necrotic damage and treat immunities to necrotic damage as resistance. Additionally, you gain immunity to Necrotic damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/4/2021 3:29:06 AM
|
1
|
2
|
1
|
Coming Soon
|
|
|
4/4/2021 3:40:15 AM
|
3
|
2
|
--
|
Coming Soon
|
|
|
6/29/2024 4:47:23 PM
|
63
|
32
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jun 29, 2024Hello! This subclass is part of an ongoing project and can always use improvement! If anyone has suggestions for adjustments that can be made, I will gladly hear them (especially if they are based in actual use).