Base Class: Fighter
Mutilators make up for their lack of finesse with sheer brutality, incurring devastating injuries onto their opponents that prevent them from fighting back.
Mutilation
Starting at third level, when you score a critical hit with an attack roll, you incur a lingering injury onto your target. Roll 1d20, and apply the appropriate injury to the target of the attack from the Lingering Injuries table. You can also inflict any injury of your choice onto a willing creature, including yourself, as long you hit with an attack against the creature.
1 - 4: Minor Scar. The scar has no adverse effect. Magical healing of 6th level or higher, such as the heal and regenerate spells, removes the scar.
5 - 7: Festering Wound. The target's hit point maximum is reduced by 1 every 24 hours the wound persists. If the target's hit point maximum drops to 0, they die. The wound heals if they receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 medicine check once every 24 hours. After ten successes, the wound heals.
8 - 10: Horrible Scar. The target is disfigured to the extend that the wound can't be easily concealed. The target has disadvantage on persuasion checks and advantage on intimidation checks. Magical healing of 6th level or higher, such as the heal and regenerate spells, removes the scar.
11 - 13: Broken Ribs. This has the same effect as Internal Injury below, except that the save DC is 10.
14 - 16: Internal Injury. Whenever the creature attempts an action in combat, they must make a DC 15 Constitution saving throw. On a failed save, they lose their action and can't use reactions until the start of their next turn. The injury heals if they receive magical healing or if they spend ten days doing nothing but resting.
17: Limp. The target's speed on foot is reduced by 5 feet. They must make a DC 10 Dexterity saving throw after using the Dash action. If they fail the save, they fall prone. Magical healing removes the limp.
18: Lose a Foot or Leg. The target's speed on foot is halved, and they must use a cane or crutch to move unless they have a peg leg or other prosthesis. They fall prone after using the Dash action. The target also has disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. If the target has no feet or legs left after sustaining this injury, they are always prone without the aid of a peg leg or other prosthesis, and they cannot jump.
19: Lose an Arm or Hand. The target can no longer hold anything with two hands (assuming they had two hands before sustaining this injury), and can only hold a single object at a time. Magic such as the regenerate spell can restore the lost appendage. If the target has no hands left after sustaining this injury, they cannot take any actions to use an object they are holding, but can still clumsily pick up a single object at a time.
20: Lose an Eye. The target has disadvantage on perception checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost appendage. If the target has no eyes left after sustaining this injury, they are blinded.
Itching to Injure
Starting at 7th level, when you hit with an attack roll that isn't a critical hit, roll 1d20. On a 20, you can roll on the Lingering Injuries table and inflict the corresponding lingering injury on your target.
Selective Cripple
Starting at 10th level, when you roll on the Lingering Injuries table, instead roll 2d20 and choose which roll to use. Also, any saving throw made to resist the effects of one of your injuries is now made with disadvantage.
Cursed Scar
Starting at 15th level, you have advantage on attack rolls made against targets that currently have a minor scar or horrible scar from you.
Brutish Mutilation
Starting at 18th level, when you roll on the lingering injury table, you can choose to add a modifier to the roll no higher than your strength score. The modifier can be negative, allowing you to select anything lower than your roll.
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