Fighter
Base Class: Fighter

You are no mere warrior you are a divine executioner. Whether driven by vengeance, fate, or a cosmic purpose, you have honed your skills to combat celestial and godlike beings. Your strikes cut through divine protections, your will resists the influence of the gods, and you stand undaunted against supernatural forces.

Level 3: Slayer’s Resolve

Your training against divine and celestial beings grants you unparalleled resistance.

  • You gain proficiency in Religion if you don’t already have it.
  • You have advantage on saving throws against divine magic (such as spells cast by clerics, paladins, and celestial beings).
  • When a celestial or fiend targets you with a spell or ability, you can use your reaction to gain resistance to its effects (halving damage or gaining advantage on saving throws against it).

Level 3: God slayer weapon

All your weapons can deal radiant damage instead of the normal damage. You also get to chose one special weapon property

Death

You believe in life after death and want to send you enemies there. 

You can cast Ray of EnfeeblementConcentration

Ounce per turn When you hit a creature with you weapon you make them make a contusion save (DC 8+ your proficiency + your strength or dexterity modifier) if fall they take 3d10 necrotic damage and cant heal for 30 seconds (5 rounds)   

Fast

You enjoy defiling your enemies as fast as you can. 

Your waking speed is increased to 45ft if it isn't already 

when you us the attack action you can us a melee attacks 4 times, but you you get hit you must make a contusion save (DC 8 + you contusion modifier - proficiency bonus) or have the stun condition until the end of your next turn  

Life

You cherish your life and the life's of you Allies.  

You can cast Cure Wounds at level 3 

Ounce per turn when you hit a creature with your weapon you and your allies gain temporary hit point's equal to double you fighter level. 

Level 7: Smite the Divine

Your strikes cut through divine protections.

  • When you hit a creature with a weapon attack, you ignore resistance to nonmagical damage.
  • Once per turn, when you hit a celestial, fiend, or a creature that has received divine power (e.g., a cleric, paladin, or creature benefiting from a god’s blessing), you deal extra damage equal to your proficiency bonus.
  • If the target is immune to an attack’s damage type, you can treat its immunity as resistance instead.

Level 10: Sever the Heavens

You can disrupt divine magic with your sheer presence.

  • You gain the ability to cast Counterspell once per long rest, using Constitution as your spellcasting ability. You can only use it against divine magic (cleric or paladin spells, or spells cast by celestials and fiends).
  • When you use your Second Wind feature, you gain temporary hit points equal to your Fighter level.

Level 15: Chains of Mortality

Even gods fear the limits of mortality, and you have learned to impose them.

  • Once per long rest, you can mark a creature within 30 feet for 1 minute. While marked, the creature loses any resistances and can’t regain hit points by any means.
  • If the creature is a celestial, fiend, or has legendary resistances, it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, it loses one use of its legendary resistances (if any) and has disadvantage on its next saving throw.

Level 18: Godslayer’s Wrath

Your attacks become a bane to the divine, cutting through their very essence.

  • When you roll initiative, you gain the benefits of the Protection from Evil and Good spell for 1 minute.
  • Once per long rest, when you hit a creature with an attack, you can force it to make a Constitution saving throw (DC 8 + proficiency bonus + your Strength or Dexterity modifier). On a failure, the creature is stunned until the end of your next turn. Celestials and fiends automatically fail this saving throw.

Previous Versions

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3/14/2025 2:18:54 AM
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