Base Class: Fighter
Gods have their clerics, Demons their Warlocks, but few see, and less survive the wrathful servants of the Unseelie Archfey, these Vassals of destructive power serve their god-like entities with infallible loyalty and unheard-of cruelty. Among them are the warriors of the Stag King, known among themselves as Sanguis Stags, or Bloody Stags, they are soldiers, their crown of antlers carving holes in the ranks of enemies, and turning blows with ease.
Sanguis Stags are powerful and quick, often rail thin but deceptively strong. though they lack a cleric's healing or a Warlock's borrowed magic, the Vessels of the Stag King are unparalleled for strength and speed, and at their prime, were said to be worth ten giants on the battlefield.
Stag King's Wrath
Beginning when you choose this Archetype at third level, when you use your action to make an attack you may also spend your bonus action to perform one of the following abilities:
Bloodletting. If your attack dealt less than half the possible damage, the target must make a Constitution saving throw, on a success they take an additional 1d4 slashing damage on their next turn until they fail the saving throw. on a failure, they take an additional 1d4 slashing damage. the die for this attack increases at certain levels, becoming a d6 at level 7, a d8 at level 12, and a d10 at level 18
Gore. If you moved more than 20 ft. in a straight line this turn, your next attack deals an additional 1d6 damage and if the target is Large or smaller it is pushed 5x1d4 ft. at certain levels the die used to calculate distance, and the additional damage dealt increase, at level 7 to two dice, at level 12 to 3 dice and at level 18 to 4 dice.
Rip and Tear. When making attacks this turn, reduce any number rolled on a d20 by two, each time one of your attacks hit the target makes a Constitution saving throw, DC (8 + Proficiency + Strength) on a success, no additional effects occur, otherwise you may choose to injure a specific limb doing different thins based on the area hit, the damage lasts for 1d4 rounds, increasing as you level to 1d6 rounds at level 7, 1d8 rounds at level 12, and 1d10 rounds at level 18.
| Limb | Effect |
| Arm | target becomes incapable of using 2 handed weapons, if the arm is injured twice within the duration of the injury, the target loses use of all weapons that need to be wielded in one or two hands until they are no longer injured or receive magical healing. |
| Leg | targets speed is halved, if the leg is injured twice within the duration of the injury, the target loses all speeds until they are no longer injured or they receive magical healing. |
| Torso | the target either cannot receive magical healing until they are no longer injured, or takes an additional 1d6 unblockable damage, for each consecutive successful attack targeting the torso the number of d6 increases by 1 to maximum equal to your level resetting when they are no longer injured or receive magical healing |
| Head | target has disadvantage on both perception and insight, as well as loses one reaction per round until they are no longer injured or receive magical healing. |
Vessel of the Stag King
Starting at 7th level, for as many hours per day as your proficiency modifier, while you are damaged you may add half your proficiency modifier rounded up to all saving throws or ability checks.
Fey Fighting
At 10th level, all attacks you make that hit by more than 2 ignore resistances, but not immunities. When an opponent rolls a 1 on a d20 while adjacent to you, you may use your reaction to take the attack action against them immediately.
Additionally, whenever you score a critical hit against a target, you may immediately make another attack and cast the spell misty step as a bonus action.
Stag Rush
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20, additionally when you deal a critical hit, you may take an additional free attack action.
Blood Drinker
At 18th level, your attunement to the stag king is at an all-time high. When you bring a creature below 1 hit point or when you deal a critical hit, regain hit points equal to the damage dealt to the creature, when you do this, the creature cannot regain hit points until the start of your next turn and you may immediately move up to 10 ft. without invoking opportunity attacks.
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