Fighter
Base Class: Fighter

You gain the ability to cast blood rites on the death of your enemies, enabling more and more death by your own hands 

Blood Rites

Your ability to kill swiftly has refined your powers. You learn Blood rites that are fueled by death and blood of the enemies.

Blood Rite. You learn 1 Rites of your choice. You can use only one Rite per action.

You learn 1 Rite of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new Rites, you can also replace one of the Rites you know with a different one.

Rites. Your ability, these only activate on the death of your enemies and give massive bonuses.

Saving Throws. If a Rite requires a saving throw, the DC equals 8 plus your Strength or Constitution modifier (your choice) and Proficiency Bonus.

Battle Hardened

You gain proficiency with one skill of your choice from the skills available to Fighters at level 1 and advantage on constitution saving throws.

Hunters Intuition

As a Bonus Action, you can discern The weakest enemy you can see within 60 feet of yourself; you know whether that creature has any Vulnerabilities and if the creature has any, you know what they are.

Once you use this feature, you can’t do so again until you finish a Short Rest.

Blood Blade

Your melee range is now +5 and an extra D6 necrotic damage for 1 minute.

Demon Rite

Your ability to drain the blood of your enemies has increased in power. You learn the powerful Demon Rite that is fueled by death of your enemies and sacrifice of yourself.

Demon Rite. You learn the Demon Rite

Demon Powers. Gain resistance to everything except psychic and auto succeed at spell attacks onto you, lasts for a minute.

Demon Rite

Gain resistance to everything except psychic damage, auto succeed at spell attacks against you for 1 minute.

Improved Blood Rites

You learn how to access your Rites more effectively, you begin every battle encounter by activating a rite. You also get 2 rites activated at once per kill

Blood Rite options

The blood rites are presented here in alphabetical order.

Rite of Bloodlust

When you kill an enemy, you gain an extra attack on this turn and also advantage on that attack.

Rite of Brutality

After you kill an enemy, gain +2 to your damage, to a maximum of +10. After 2 turns the damage resets.

Rite of Coagulation

After you kill an enemy, gain +1 AC to a maximum of +5. After 2 turns the effect resets to 0

Rite of Heaven

When you kill an enemy, gain 15 ft of movement speed and no attack opportunities 

Rite of Leaching

When you kill an enemy, gain Class level *3 Temporary Hit points

Rite of Light

 When you kill an enemy, create an area of effect (10ft) that you can see within 30 ft that is a 6 + your Constitution modifier saving throw

Rite of Lock-on

After you kill an enemy, Mark another enemy within 30ft, this enemy cannot run or hide from your sight, even invisible or hiding. You gain D6 extra necrotic damage on the enemy.

Rite of Order

After killing an enemy, Become immune to advantages and status effects. This effect ends after 2 turns

Rite of Resurgence

After killing an enemy, gain Haste for 2 turns, The 2 turn effect resets on each kill. Become Lethargic when the haste effects end.

Rite of The Third Eye

After killing an enemy, allow actions and bonus actions (except spell and attacks against enemies) interchangeable between actions and bonus actions. Resets after 2 turns of not killing

Comments

Posts Quoted:
Reply
Clear All Quotes