Base Class: Fighter
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Bleeding Attack
Beginning when you choose this archetype at 3rd level, your weapon attacks can cause your enemies to bleed, when you hit an enemy with your weapon you may choose to use your bonus action to enhance the attack, the creature has to succeed on a Constitution saving throw or take an additional 1d4 necrotic damage and on the start of its next turn also take 1d4 necrotic damage. This effect lasts until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus before needing to take a short rest.
The Save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier (whichever is higher).
Slowing Strike
Starting at 7th level, if you hit an enemy with a melee weapon attack you can use your bonus action to reduce it's movement speed by 10 feet, when you do this the creature also takes half of the damage it would normally take. You can use this feature a number of times equal to half your proficiency bonus (rounded down) before needing to take a short rest.
Improved Critical
Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Bloody Rush
When you hit an enemy with a melee weapon attack you gain 5 feet movement speed. This effect can only be triggered 2 times on your turn (you still provoke opportunity attacks).
Execute
At 18th level, you can use your bonus action to deal extra damage to creatures when you hit them with a weapon attack, if an enemy is not effected by Bleeding Strike this ability deals an additional 1d8 necrotic damage, if an enemy is effected by Bleeding Strike this ability instead deals an extra 2d12 necrotic damage. You can use this feature 2 times before needing a long rest.
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