Fighter
Base Class: Fighter

The Cruor Blade is a double edge sword as it costs your own life to deal damage to others. The weaker and more wounded you become the deadlier your arsenal becomes.

Heart Weapon

At the start of combat, as long as you're not surprised, you make a weapon using 1/6 of your hit point maximum. The weapon created is a simple martial weapon and deals 1d6 Slashing and 1d6 Necrotic damage when hit. When a creature is hit with this weapon you heal half of the necrotic damage dealt. The damage increases to 1d8 slashing and 1d8 necrotic at lvl 7 and can now have the fineness property, 2d8 and 1d8 at lvl 10 and can now be a heavy weapon with the two-handed property, and 3d8 slashing and 2d8 necrotic and can now be a ranged weapon with a range of 30/60 at lvl 15 

Born to the Pain

Starting at 3rd level, your mastery over pain becomes apparent. You have advantage on death saving throws. If you fall below your hit point maximum and are not killed., you can use a reaction to use your second wind feature. If you are below 3/4s of your hit point maximum you add an additional die of damage on all attacks you make. When below half of your hit point maximum you double your proficiency modifier to attack rolls made with melee weapons. When below 1/4 of your hit point maximum your crit range increases by 1 (ex if you crit on a 20 you now crit on a 19-20).

Unwavering Hemorrhage

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Macabre Aegis

At 7th level, If a creature you can see within 5 ft. is hit by an attack, you can roll 1d8 and subtract the number rolled from the damage of that attack and deal that damage to yourself if you’re wielding a melee weapon or a shield. If the attack would cause you to be below half your hit point maximum, on your next turn any damage you deal is doubled. You can only use this a number of times equal to your Strength modifier and you recover all uses after a short rest.

At 10th level, you become a master of controlling your blood, Creatures that have been marked from Unwavering Hemmorrhage now take an additional 3d8 Necrotic damage when attacked by you. Also the Mark no longer dissapeares until the creatur has died. In addition Creatures marked by Unwavering Hemmorrhage will take 1/4 of the damage you receive whenever you are damaged. The Damage spilt increases to half at lvl 15.

Festival of Gore

Starting at 15th level, When a Creature that was marked by Unwavering Hemorrhage dies you can use a reaction to expend half of your current hit points to have that creature come back to life and fight under your command. The creature's body is contorted to match your commands and must make a dc 5+ (half the creatures CR rounded up) CON saving through at the end of each of your turns. If it fails the body is ripped apart and can no longer be used. Once per turn, you can target a creature within 15 ft of you and leap in the air to attack it any creature within 5 ft of that target takes 1/4 of the damage delt to the target.

Virulent Scourge

Starting at 18th level, You get a special reaction that you can take once on every creature’s turn (except yours). You can use this only to make an opportunity attack. Creatures hit by this attack lose their reaction and have their speed set to 0. If a creature dies when making the opportunity attack you regain hp equal to 1/4 of that creature's hit point maximum.

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