Base Class: Fighter
"The art of The Redbrand. Whilst your betters would suggest leaving it to be forgotten in fear, I say that knowing it is far greater than actually using it. The more we understand the intricies of soul consumption, the better armed we are against those who wish to exploit it."
- The Unknown Scholar, Headcaster of The Magic Tripiece at The Arkhollow Academy.
Redbrands are warriors that have trained themselves to carve marks into their prey rapidly. These marks tether the target's soul to the Redbrand, making them easier to kill and sustain the Redbrand after their death. Each mark is unique to the Redbrand, acting as a type of signature. How Redbrands learn their signature differs from each one. Some are taught by a Redbrand master whilst others learn it through trial and error.
The nature of The Redbrand often appeals to those of an evil disposition, gaining power as a result of the demise of others. Some, however, use the art only on those who they deem unworthy of going to an afterlife, consuming their soul to disallow them from doing so after death.
The Red Mark
To bear The Red Mark is to bear the guarantee that you will be consumed...
When you choose this archetype at level 3, your insatiable strikes begin to carve out literal disaster. You gain 4 'red marks'. You can apply a red mark to any creature you hit with an attack roll, adding 1 or more red marks to them, up to 4. The red mark lasts for the remainder of the creature's life or until greater restoration is cast on them. You regain half of your red mark total after a short rest and all of them after a long rest. You gain 2 additional total marks at 6th, 9th, 12th, 15th and 18th level. Creatures with a certain amount of marks give you differing benefits against them:
1 mark: +1 psychic damage on all attacks. On creature's death, gain +1 to AC for one round, heal 1 hit point, hit point maximum increases by 1 until the end of a long rest.
2 marks: +2 psychic damage on all attacks. On creature's death, gain +2 to AC for one round, heal 2 hit points, hit point maximum increases by 2 until the end of a long rest.
3 marks: +3 psychic damage on all attacks. +1 to all attack rolls. On creature's death, gain +3 to AC for one round, heal 3 hit points, hit point maximum increases by 3 until the end of a long rest.
4 marks: +4 psychic damage on all attacks. +2 to all attack rolls. Critical strike when rolling a natural 19 and 20 on attack rolls. On creature's death, gain +4 to AC for one round, heal 4 hit points, hit point maximum increases by 4 until the end of a long rest.
When a creature with a Red Mark dies, their soul nourishes yours as you don't need to eat or drink for the remainder of the day. Killing a creature without a soul whilst it holds a Red Mark does not give you this benefit.
Secrets of The Flesh
At 7th level, you gain access to two bonus actions by focusing on a creature's Red Mark. You gain uses equal to your constitution modifier, regaining all charges after a short rest. Both bonus actions share the same uses.
Perceive Vitality: You can choose one marked target and learn how many hit points they have remaining, gaining advantage on attack rolls against them until the start of your next turn if their current hit points are equal to or lower than your own.
Perceive Darkness: You can choose one marked target and learn a dark secret from them. You can threaten them with this secret to temporarily immobilise them. They must succeed a wisdom saving throw against DC=8+Proficiency Bonus+Constitution Modifier, taking away the number equal to their Red Mark level from their roll, or have their movement speed reduced to 0 until the start of your next turn.
Baleful Marks
At 10th level, whenever you use indomitable, you can apply Red Marks to the creature that caused the saving throw as if you were applying them from one of your attacks. You may then use one feature from Secrets of The Flesh against them as a free action after the effects of the saving throw have been resolved.
Endless Appetite
At 10th level, your finesse with carving your mark has made it less taxing to perform, allowing you to share your gifts with nearby friends.
When a creature with a Red Mark dies, you regain Red Marks equal to half of their Red Mark level rounded up, minimum of 1. Additionally, after their death, all allies within 10ft of it heal for the same amount that you do.
Ravenous Strikes
Your hunger lashes out on those unfortunate enough to have stood against you.
At 15th level, when you perform a critical strike against a creature marked with The Red Mark, half of the total damage is dealt to all marked creatures within 1 mile of the original target, excluding the target creature. If the creature is the only marked target alive, they instead take another half of the total damage.
If a creature with a Red Mark dies due to Ravenous Strikes, you heal double the hit points and gain double the hit points to your maximum from their death.
Consume The World
At 18th level, you discover that the souls of legendary creatures can nourish you past mortal boundaries.
When a creature with a Red Mark dies, you gain resistance to all damage for one round. The hit point maximum gained after killing a creature is now permanent, as long as the creature's CR is greater or matches your total player level.
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