Base Class: Fighter
Struggle and futility- each day is a battle to keep life's embers burningfor one more night. The leper embraces this solid truth. A tortured existence has taught him to rely only on himself, turning his energy inward, forging a kingdom of resilience within. His strength serves neither to heal nor aid but to endure beyond human limits. And when his blade falls its thunderous ark tolls deaths call for all within it
Level 3: Leprosy
Whenever you take damage outside of your turn reduce that damage to 0. At the start of your next turn take all the damage reduced this way.
Level 3: Revenge
Immediately after taking damage on your turn, you can use your reaction to make a melee weapon attack against a creature within range. If the attack hits, it deals extra damage equal to half the damage you took. If the attack misses, a use of this feature is not expended.
You can use this feature A number of times equal to your strength modifier, regaining all expended uses when you finish a long rest.
Level 7: Solemnity
Once per short rest, when you roll initiative, you can choose to enter a state of solemnity for one minute. While in this state the following effects apply.
- You gain a +2 to attack and damage rolls with melee weapons. Your melee attacks score a crit on a roll of a 19 or 20
- Attack rolls against you have advantage and deal and additional 1d6 damage
Starting at level 16 the attack and damage roll increases to +3 and your crit hit range expands to 18-20. But the extra damage you receive from the tax increases to 1d10.
Purge
While you are bloodied, Revenge no longer expends a use if the attack hits.
Withstand
If you take damage equal to or greater than three times, your fighter level, but no more than five times your fighter level, reduce the damage to three times your fighter level instead.
Intimidate
You gain the following benefits:
- You are immune to the frightened condition
- When you hit a creature with a melee weapon attack, if that creature attacked you or forced you to make a saving throw on its last turn. It must succeed on a wisdom saving throw (DC 8 + your proficiency bonus + your strength modifier) or be frightened of you for one minute. It can repeat the save at the end of each of its turns, ending the effect on the success.
- Whenever you hit a frightened creature with a melee weapon attack, if you're bloodied, you regain hit points equal to 1d10 + half your fighter level
Previous Versions
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