Base Class: Fighter
"Who do you think you are?!" - Seijuro
"War... I am war." - Apollyon
The Warmonger incites and thrives in conflict, actively spreading it wherever they go and often causing despair. According to their beliefs, they were gifted a dark power named Corruption to weed out all liars and impostors of the world.
Those that choose to use the techniques of the Warmonger are grandiose warriors who will not go unnoticed on the battlefield. Using various sword slashes and claw strikes to pin down a wary sheep.
Bonus Proficiencies
You gain proficiency with Intimidation and Insight, as well as the Poisoner's Kit.
Claw Strike
Starting at level 3, You can use a bonus action to attack with your clawed glove, The glove does 1d4 slashing damage and you are proficient with it.
In addition, It counts a finesse weapon for you and it can't be removed from you against your will. The damage of your glove increases at 10th level (1d6) and 15th level (1d8).
If you do not have a clawed glove or a substitute, You gain one with this feature.
Corruption Blade
Starting at 7th level, You've learned how to manipulate the greed and selfishness of others to your advantage.
As part of the action when you make an attack, You can quickly apply Draconite poison to your weapon, Causing the creature you hit to make a Wisdom saving throw (DC= 9 + Intelligence + Proficiency Bonus) or become Corrupted.
When a creature is corrupted, You have advantage on all attacks towards that creature. Additionally, You gain temporary hit points equal to half of the damage done by you that turn, On each of your turns so long as you are attacking that effected creature. Any creature that is corrupted takes 2d10 poison damage if any other creature that it sees as an ally is within 5 feet of it at the end of it's turn, The creatures allies take half damage if they end their turn with range. The damage increases with the number of people near the effected creature, Up to a maximum of 8d10, The corruption ends if the creature is killed.
You can use this feature once and regain the ability to do so per long rest.
Warmonger's Choice
Starting at 10th level, You have decided to go forth and chose a path for yourself. Choose one of these features to gain.
Path of Apollyon
You have chosen the path of Apollyon, The cruel founder of the Warmongers. When choosing this path at 10th level, You gain the ability to convince a humanoid to betray it's allies. As an action you can choose a creature that can hear you and it must make a Wisdom saving throw (DC= 16 + your Intelligence Modifier) or become charmed by you for an hour. The creature does not gain advantage if you or your allies are fighting it, This ability ignores immunity to charmed.
While charmed, The creature regards you and your allies as righteous while regarding it's former allies as disgraceful and unfit. Also, You and your allies have advantage when attacking the charmed creature and on a hit you deal an extra two damage dice of whatever type the attack used. Whenever you or your allies attack the charmed creature, It can reroll the saving throw.
You can use this feature twice and regain the ability to do so at dawn.
Path of Astrea
You have chosen the path of Astrea, Inheritor of Horkos. When choosing this path at 10th level, You have Death-Defying willpower. Within four days of your death, You can choose to revive yourself with half of your maximum hit points, You can choose to do this immediately or wait to do it in case you're coming back to life in some other way.
You have one use of this ability and can only regain it by defeating a powerful creature, It is up to your DM to figure out what they define as "Powerful". You can only regain uses five times total, After that, you cannot use this feature.
Warden Training
Starting at 15th level, You gain a +2 to hit and damage rolls with non-magical melee weapons that do slashing or piercing damage. If you already have a fighting style that does this, You can choose another one.
Your Clawed Glove benefits from this feature.
Additionally, When you attack with your Clawed Glove, You can choose to shove the target. You and the target must make a contested athletics roll, If the target fails it is pushed away 10 feet.
Expertise
Starting at 15th level, You gain proficiency in History, Deception and Athletics. If you already had these, You can choose new ones.
Additionally, You gain expertise in Insight and Intimidation.
Source of Corruption
Starting at 18th level, You've learned to harness corruption to it's potential. As an action, Choose a number of creatures that you can see equal to your intelligence modifier to become affected by a stronger version of your corruption.
This new corruption is far more potent than your earlier feature, Instead of 5 feet the range is increased to 30, the damage increases to 4d10 Necrotic damage per person and the effect now stacks. For example, If two creatures both have corruption and are within range, They both take the normal damage and the half damage in addition because they are both in range of each other.
Your corruption blade now has 10 feet of range, as well as an additional use.
You can use this feature once and regain the ability to do so after finishing a long rest.
Previous Versions
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10/17/2023 4:41:58 PM
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Coming Soon
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