Base Class: Fighter
As the fighting continues, this fighter seems to get better. As he/she is damaged, they seem to fight harder, get a little faster, a little stronger, a little more agile as they go. The wounds inflicted on them don't seem to bother them as much. Endurance seems to be this fighter's strong suit.
Bloodlust
Beginning at third level, when you gain this archetype you get the bloodlust ability. When you drop below 20% of your health you get additional damage based on your fighter level (1d4 at 3rd level, 1d6 at 10th level, 1d8 at 15th level, 1d10 at 20th level). You also gain a bonus to your AC equal to your Dexterity Modifier. You can use this ability as many times equal to your fighter level, and regain charges at every long rest.
Bloodlust
Beginning at third level, when you gain this archetype you get the bloodlust ability. When you drop below 20% of your health you get additional damage based on your fighter level (1d4 at 3rd level, 1d6 at 10th level, 1d8 at 15th level, 1d10 at 20th level). You also gain a bonus to your AC equal to your Dexterity Modifier. You can use this ability as many times equal to your fighter level, and regain charges at every long rest.
Iron Will
At 7th level, a strike that would normally be lethal instead drops you down to 1 hit point (yes, I stole this from half orcs, shut up about it), unless the strike was a critical hit. However, in order to activate this the fighter must succeed on a Constitution saving throw DC 14. The fighter upon a successful saving throw uses his pure willpower to keep himself in the fight. You get this ability once every 24 hours.
Iron Will
At 7th level, a strike that would normally be lethal instead drops you down to 1 hit point (yes, I stole this from half orcs, shut up about it), unless the strike was a critical hit. However, in order to activate this the fighter must succeed on a Constitution saving throw DC 14. The fighter upon a successful saving throw uses his pure willpower to keep himself in the fight. You get this ability once every 24 hours.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Relentless
Starting at level 15 a fighter can push themselves beyond their normal limits in a fight, effectively doubling their amount of health. Once the fighter's health hits 0, they can activate this ability once per long rest, allowing the fighter to keep fighting beyond what would normally incapacitate them. However, if they drop below twice their maximum health they die instantly instead of getting knocked out with the ability to make death saves. If the fighter is healed above 0 hit points, this ability ends and upon falling to 0 again causes the fighter to fall unconscious. When combat ends, if this ability is active and the fighter hasn't been healed up above where their 0 hit points would normally be they fall unconscious immediately, and start making death saves.
Frenzy
At 18th level, you gain the ability to add an extra attack (without the addition of modifiers, just proficiency bonus if you're using a weapon you are proficient with) when your bloodlust is active. This extra attack counts as a bonus action to take, and requires you to hit at least one attack on an opponent. If your primary attack kills an opponent, and there is another within your base movement speed you can move to that opponent and attack it with advantage and with the same weapon that you just got a kill with. Restricted to use with melee weapons.
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