Fighter
Base Class: Fighter

Becoming a Warlord involves tapping not into the inner magic that rejuvenates your body, but the natural liquid gold that keeps your heart pumping, adrenaline. Get hurt, keep fighting, healing matters little when you have that spark of fighting spirit running through your veins. Get bursts of adrenaline from wiping out crowds, and live off of that high to run your opponents down with little impairment. Let your enemies know fear, stack the bodies higher.

Bonus Proficiency

When you choose this archetype at the 3rd level, you gain proficiency in intimidation.

Endless Onslaught

When you choose this archetype at the 3rd level, when you kill an enemy in combat, you heal HP lost during this combat equal to 1d10 + your Constitution Modifier. You cannot heal back health using this feature that is not HP that was lost during the instance of combat this feature was procced during. This feature becomes 2d10 at level 7, 2d12 at level 10, 3d12 at level 15, and 4d12 at level 18.

Furthermore, due to you functioning purely on adrenaline rushes, being actually healed may tamper with your bodies adrenaline highs. Being healed by spells causes you to not be able to heal any of the previous damage taken so far in this combat (This means that if you took 34 damage, but you were healed for 20 HP from a spell, you would lose out on being able to heal back that extra 14 HP with this subclass feature.). 

Rampage

This is a additional subclass feature acquired upon choosing the archetype at the 3rd level.

When you kill an enemy, your movement speed is completely refreshed, but you may only use this bonus movement to move towards other enemies. 

Additionally, you may make one free melee attack with disadvantage against a new enemy. This effect has no cooldown in between rounds and can chain between multiple enemies. 

Terrifying Presence

Starting at 7th level, you can now make any intimidation check using your strength modifier instead of your charisma modifier, and you get expertise with intimidation checks.

Additionally, you viscerally murder the first enemy you kill every round, forcing every enemy in a 15FT radius to roll a Charisma Save with a DC of 8 +  Your Proficiency Bonus + Your Strength Modifier. On a failed roll, the enemy is greatly perturbed by your showing of grotesque might, making that enemy have disadvantage on attack rolls and saving throws against you for 1 round. All enemies who succeed this check are unaffected by your show of strength.

The Harder They Fall

Starting at 10th level, when you kill a powerful enemy (DM's discretion) you now heal back half of the HP you have lost this combat. 

Improved Second Wind

Starting at 10th level, you now have 2 uses of Second Wind that recharge after a short or long rest. Furthermore, Second Wind now heals for half of your total HP lost during this combat instead of it's flat healing amount. 

Strike Harder, Strike Faster

Starting at 15th level, free melee attacks granted by the Rampage subclass feature no longer have disadvantage.

Alongside this, every attack after your first attack gets an additive 1d8 bonus to the damage type of the weapon you were using (For example, 1st attack no bonus, 2nd attack +1d8 damage, 3rd attack +2d8 damage, etc.). 

One Man Army

Be what they fear, your body is an instrument that you can bend to your will. Starting at 18th level, the first time you go to 0 HP during combat, come back to life with 1 HP and convert all of your current HP lost during this combat into Temporary HP. After this happens in combat, you become filled with Bloodlust. 

Bloodlust: Every free attack made with the subclass feature Rampage is now made with advantage. Every attack made after your first attack now adds a 1d10 instead of a 1d8 to your bonus damage. The feature Terrifying Presence now has a 60FT large radius and every creature who makes the saving throw does so with disadvantage. You cannot be downed during your turn, but you can still be downed during enemies turns. You also have disadvantage on death saves, but you do not roll death saves if you take damage during your turn on 0 HP. Being healed by any source will end Bloodlust early and give the player 2 levels of exhaustion. This feature recharges after a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes