Base Class: Fighter
Reilor has been cursed with a blade that refuses to let him die.
Devil Magic
You have access to Warlock spells up to 6th level, and may prepare 6 spells per short rest. Your spellcasting ability is Constitution. When a spell has the ability to be cast at a higher level, roll 1d6 to determine the spell level it will be cast as. Spells without the ability to be cast at a higher level are cast in a normal fashion. If a spell is normally cast at a higher level than the level you roll, the casting will happen at the original level, but you will gain 5 points of toxicity per spell level the blade needs to make up for. Cantrips are able to be cast at will.
Clarity of Rage
Starting at level 3, each time you go into a rage, you lose d8 points of toxicity.
At level 5 your rage clarity increases to 1d10
At level 7 it becomes 1d12
At level 12 it becomes 1d20.
Death Reforged
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Remade. If you fully die, you are able to fully recover and be reformed by the blade. This process takes 1d3 days and will cause 3d20 points of toxicity when finished. This total will become your new toxicity level.
Hellish Distraction
When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Bones of the Blade
Starting at 15th level when you are brought to 0 hit points by a specific damage type, you cannot be brought to 0 hit points again by the same damage type for the next 24 hours.
Hurl Through Hell
Starting at level 18, once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a spell slot (no action required) to restore your use of it.







Comments