Fighter
Base Class: Fighter

Your rampage will end only when the war does.

On the battlefield, your approach means certain death. Your blades fall with the weight of an army, but you move with the speed of a demon. It is said by your enemies that once one has seen your face, it is already too late. When faced with a hundred soldiers, you rest easy in the knowledge that you could kill twice as many with ease.

The archetypal Bloodmonger has a terrifying reputation, earned by emerging victorious time and time again against overwhelming odds. Your use of lethal techniques in the heat of combat allows you to slaughter the enemy before they have the chance to raise their weapons.

Slaughter Zone

At 7th level, you become a demon of the battlefield, felling your target and moving to the next before a single drop of blood can hit the floor.

When you kill a creature using the Attack action, you may immediately make an additional attack as part of the same action. This effect can grant you a maximum of three additional attacks per turn, on top of the base number granted by Extra Attack. You may use your movement speed before or after each attack as usual.

Wartime Technique

At 3rd level, your training for war has granted you expertise in one of the following areas.

Cull the Weak. Whenever a creature misses you with a weapon attack, you can immediately make one weapon attack against them as a reaction.

Walking Arsenal. Whenever you kill a creature with an attack, you can immediately pick up a weapon that they were holding, given that you have the number of free hands required to hold and use it. You can also drop any weapon you are holding in order to pick up the new one. Whenever you use this feature, you gain a 1d4 bonus to your next attack roll.

Blood Demon. During combat, you gain a bonus to Charisma (Intimidation) checks equal to the number of creatures you have killed this combat. You can also use your action to try and intimidate a creature, forcing them to make a Charisma saving throw against your Intimidation check, becoming frightened on a failure.

Lethal Technique

At 10th level, your time in battle has let you hone your skills, so that you may continue the bloodbath. You gain one of the following skills.

Thirst for Blood. The first time you deal damage on your turn, you deal an additional 2d6 damage of the weapon's type.

Continue the Bloodbath. When you have killed at least two creatures on your turn, your attack rolls are made with advantage until the end of your turn.

Unstoppable. You ignore difficult terrain, and have advantage on saving throws against being restrained or grappled, or having your movement speed reduced to zero.

Carve the Path

At 15th level, you learn how to focus your skill and bloodlust into a single, precise moment. As an action, you can move up to twice your movement speed, without provoking opportunity attacks. You can also move through a creature's space during this action, but you cannot end your movement within a creature's space. At the end of your movement, you may make one weapon attack against every creature whose space you moved through during this action.

You may use this technique only once per short or long rest.

Note: This technique does not grant you additional attacks from Slaughter Zone, since it is not the Attack action. It does, however, trigger Thirst for Blood and Continue the Bloodbath, as each attack can be considered to happen a split second after the other. It triggers Weapon Arsenal to a limited extent-- due to the speed of the technique, you may only switch weapons once during this action.

The Killing Instinct

At 18th level, your mastery of combat flows through your blood, keeping you ready for battle even it is not apparent. When you roll initiative, and after you see the results of your roll, you can choose to use your Action Surge feature to (instead of taking an additional action) take your turn before any other creatures in combat for that round. If you do so, you gain advantage on your first three attack rolls that turn.

Note: The round after you use this feature, you take your turn at the original initiative count you rolled (which may mean some creatures get to act twice before you get to act again). Additionally, you may not use Action Surge in conjunction with this feature, as it is itself a use of Action Surge, which cannot be used twice in one turn.

The spirit of the killer never dims, so that it may never be caught unawares.

Bloodmonger Image

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