Fighter
Base Class: Fighter

From darkness and given powers from a powerful patron this knight uses its powers to cast fear into those it fights. Using its abilities to cast mortal doubt in its enemies and strike its enemies when they are at their meekest. They use every advantage afford to them and will make their enemies beg for mercy.

Terrible Transformation

As a bonus action, you transform for 1 minute. Transforming costs 2 affliction points.  If you are knocked unconscious you transform back to your normal self. Through time spent dark reflection, you have taken the power from either your own will or from another creature's help, you can transform your body into an instrument of fear.

You gain the following benefits while transformed:

Doubtful

You create a temporary aura of doubt around yourself until the end of your next turn, any creature that is within 15 feet of you or enters the aura within that round will need to make a Charisma save against your mortal strike DC. Whenever a creature that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts for one minute or until they can pass the Charisma saving throw at the end of their turn.

No Fear

You are immune to the frightened condition.

Scared?

You have advantage on intimidation checks.

Showtime

As a part of the transformation, you can cast Thaumaturgy and use up to three effects at once. You can cast Thaumaturgy outside of the transformation as a bonus action.

Mortal Strike

You strike your foe with a magically tinged attack, the victim feels an existential fear well up within them. Once per turn, you can do a mortal strike. You brandish the weapon and make a weapon attack against one creature. On a hit, the target suffers the weapon attack’s normal effects, and will need to make a strength saving throw. On a failure the creature will have a mortal fear overwhelm them, they will also take 1d8 psychic damage as part of the attack. They will be frightened for one minute. To determine the DC (8 + Proficiency + Strength) If they succeed, they are not frightened and will only take half of the psychic damage. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the creature is not frightened and does not take additional psychic damage.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target on a hit, and the psychic damage to the second creature increases to 1d8. Damage rolls increase by 1d8 at 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Afflictions - With a mortal Strike you can cause additional effects called Afflictions. You can choose 3 afflictions to start. Your affliction points is dictated by your current fighter level. You regain your affliction points in a short rest. You can change one of the affliction options when you level up.

Beg for Mercy.

After a mortal strike or a dreadful glare, spend one affliction point to force a creature to make a strength saving throw. If they fail, you can choose one of these three effects. They drop what they have in their hands, they go prone, or their movement speed is zero. These effects will last until the end of your next turn.

Brutal.

 Spend one affliction point to reroll any mortal strike damage dice that landed on 1s or 2s. You will need to take the result of the second roll.

Dishonorable Strike

Spend one affliction point to take one additional opportunity attack. This could be on the same or different creature.

Fearful Insight.

Spend one affliction point to use your predatory instincts to get advantage on an insight roll on a creature.

Frightful Visions

Spend one affliction point to see visions of a location where there was violence, trauma or danger. You can see events in shades of grey, faces are not distinct but you do sense emotions from those in the conflict. You can't hear specific voices but you do feel intent. If the DM chooses you can perceive more information.

You’re next.

After you have killed a creature with the frightened condition, you may spend one affliction point to force one other hostile creature you can see within 60 ft to make a Strength saving throw with disadvantage against being frightened.

Death Glare

You gain access to the Fear spell. You can cast it as an attack rather than an action. You can only use it once per turn. This will cost 2 affliction point to cast. This way of casting fear is an innate ability and doesn't count as a spell that can be counter spelled.

Additional Afflictions

You can choose another three afflictions.

Eldritch Protection

Spend 2 affliction points to succeed a failed Saving throw.

Existential Threat.

Spend one affliction point to bypass resistance to being frightened.

Get over there.

You can spend 1 affliction point to force a frightened creature to run a direction of your choosing. This includes dangerous and potentially fatal situations.

Surprised?

Use a reaction and one affliction point to disappear and reappear in front or behind a creature you can see of your choice. The range of this ability is within 30 feet but if the creature is frightened of you, it has a range of 60.

Fear the Reaper

Your terrible transformation becomes more powerful. You gain the changes and enhancements below:

Aura of Fear

Your aura is now enhanced, any creature that fails the save the target must roll a d8 instead of a d4 and subtract the number rolled from the attack roll or saving throw.

Eldritch Strength

Advantage on strength checks.

Killer’s Instinct

When you transform you regain 1d4+2 affliction points.

The Mind Killer

When you frighten a creature, you can spend two affliction points to paralyze the creature instead. A creature paralyzed in this way can make a saving throw at the end of their turn to end the paralysis but they will still have the frightened condition. 

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