Fighter
Base Class: Fighter

The sole survivors of a massacre, left with nothing but guilt and painful memories. The knights that live through betrayal and have to face the injustice of this world. The swordsmen that have to live in the shadows of those more talented. There are many roads for them to take, despicable and ugly, but if their hatred has turned into insomnia, if the adrenaline rages within, tearing their soul apart, the spite will burn their weakness for them to become, by the will of the ancients and their own blood, tears and pain, a Hateblade, to destroy themselves – and the world as well.

Level 3: Corruption

The ancients' help comes for a reason. What did you sacrifice?

  • Scorching blood: Burnout
  • Roll 1d4 at the start of each battle. After this amount of turns start losing 1d4 HP per turn. For each 2 HP away from max HP add 1d4 fire damage to every attack, or 1d6 if this attack already deals fire damage.
  • Your blood is akin to molten aluminium.
  • Your veins are black and swollen, the painfully hot blood in them carrying enough adrenaline to stop a human heart a hundred times.
  • Freezing blood: Heartless
  • Once per battle add 1d10 + your Int modifier to every roll for one turn, even if it's already added. If you roll for damage, the added part of it will be Cold. After that turn ends, you are Exhausted. Using when Exhaustion is over 3 instead dispels its effects for one turn. You cannot die from Exhaustion.
  • The temperature of your blood is around –80⁰C
  • Your skin is as pale as snow and, wherever you go, you feel cold. Your body is numb and your senses – dull, but the soul is not yet frozen.
  • Dying blood: Shared suffering
  • Whenever your blood is spilled, use a reaction to launch a fan of blood spikes dealing 1d12 acid damage to 1 target / 1d6 to 2 targets / 1d4 to 3 targets up to 10ft away from you. This attack burns anything unless it cannot be destroyed via organic acids.
  • Your blood is heavily acidic, instantaneously dissolves common minerals.
  • Your skin is thin, almost as if rotten, and you feel like there's barely anything left in your body to give. Still, you carry on: no rest for the wicked.

No matter what you pick, you can no longer sleep.

Level 7: Hateful resonance

You immediately know when someone in a 30ft range bears malicious intent towards you and the number of such beings in this range. When they outnumber you, gain advantage on your first attack against them.

Level 10: Metamorphosis

The sacrifice you've made finally starts to pay off...

The blood type you've chosen gets the following benefits:

  • Scorching blood: Madness
  • Being incapacitated or under a mental influence, you can choose to lose 1d8 HP and be free. Instead of being Fatigued or Exhausted you lose 1d8 HP.
  • Freezing blood: Forever cold
  • For each stack of Exhaustion gain +1 on saving throws against fire damage and +5ft to the range in which everything cools down to 0 ⁰C when such throws are successful.
  • Dying blood: Raging Basilisk
  • While under half health use a bonus action to enter Poisonous fury for 1 minute.
  • Poisonous fury: all actions against you are at disadvantage. A mist of your blood spreads 5ft around you to deal 1d10 acid damage to whoever moves, starts or ends their turn in it. At the end of each action you lose 1d6 HP, then heal 1d6 HP.
  • If by the time you start your turn Poisonous fury is active, you can choose to lose 1d6 HP and add 1 minute to its duration without spending your bonus action.

Level 15: Dead souls don't die

If you are at 0 HP, instead of a death save you can choose to count it as a failed one and gain one turn where you can act normally, can't die nor be affected by anything other than damage. Doesn't heal, nor prevent being wounded or incapacitated, and you still die at 3 failed death saves when your turn ends.

Level 18: The essence of sacrifice

Your corruption is reaching its final point. Now comes the time to reflect on your journey and choose your final destination.

  • Into hatred
  • Your spite has condensed and solidified, no longer tearing you apart, nor pushing you to charge into battle, just a frame supporting your half-dead body. You have advantage on all ability checks that don't involve Charisma.
  • Into suffering
  • You've embraced your corruption, let it drown you in pain, destroy your soul. Nothing to fear anymore. No reason to think. Every roll made by or against you will have advantage, even damage rolls.
  • Into enlightenment
  • You've learned to smile despite the ache in your veins and known the beauty of this world. You cannot undo your sacrifice, but you can make sure there won't be another one like you. Abilities for 3rd and 10th levels no longer have any disadvantages.

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