Base Class: Fighter
This shit needs to be balanced first
Death's Mark
Beginning when you choose this archetype at 3rd level, you may use a bonus action to mark a single creature within 60 feet of you. Any marked creatures further than 60 feet away are no longer marked, and no longer marked if a subclass ability were used against them. If a marked target were to cast a spell or deal damage to any creatures you may, as a reaction, take the following actions against a marked creature (resolving after the casting of a spell or damage but before any further actions):
- You teleport to an unoccupied space within 5 feet of the target and make a melee attack against them.
- You may 1 1st-level spell slot and the target makes a CHA saving throw against your spell DC. On a success, nothing happens; on a failure, you are teleported to their space and they are teleported to your's, with neither providing opportunity attacks.
- You may 1 1st-level spell slot and teleport to an unoccupied space within 15 feet of the target. You may cast a cantrip or make a melee attack as a free action afterward.
- You use 1 2nd-level spell slot and teleport to an unoccupied space within 15 feet of the target. All creatures within 5 feet of you make a CON saving throw vs. your spell save DC. On a failure, each creature takes 2d10 force damage plus your INT modifier, and half on a success. Using a spell slot of higher levels increases this damage by 2d10 and you may cast a cantrip for free.
Spell Burst
Starting at 7th level, when you successfully deal damage as a result of your main action, you may cast a cantrip as a bonus action. If you were to cast a cantrip in this regard you cannot use any spell slots or cast cantrips until the end of your next turn.
Mark's Weight
At 10th level, all marked targets have disadvantage on saving throws against you. If a creature were to take damage from you, they are marked.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Path of Slaughter
Starting at 15th level, when you action surge all marked targets take damage equal to one half of your fighter level plus your INT modifier. If the number of marked targets is equal to or more than three, you may cast a cantrip for free. Casting cantrips as a bonus action as a result of Spell Burst no longer prevents you from casting cantrips until the end of your next turn.
Death Will Wait
At 18th level, if you were to fall unconscious or die you may use your reaction to take a turn following the conclusion of the current one. During this turn, you are immune to all conditions and take damage as normal. All damage dealt to marked targets heals you, and if your HP is half of your maximum HP you are brought to 1 HP at the end of your turn, and if not you return to the state you were before the turn was taken. This can only be used once per short rest.
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