Base Class: Fighter
"March, my brothers, march, my sisters! Only death will set us free."
Forged in irradiated ruins and eternal siege lines, the Trench Knights are grim warriors bred for attrition, suffering, and loyalty beyond reason. Clad in ash-scarred plate and masked against the foul winds of sorcery and decay, they march beneath blackened banners and whisper holy creeds in the name of distant kings or forgotten gods. To flee is dishonor. To die is a promise fulfilled.
Level 3 – Ashen Resolve
Your training in brutal, death-ridden wars makes you unshakable and grimly efficient.
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Mask of War: You wear a runed, iron mask that protects your mind and lungs. While wearing this mask, you gain:
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Advantage on saving throws against poison and disease.
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Resistance to necrotic damage.
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Advantage on saving throws against being frightened.
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Endless March: When you begin your turn below half your maximum hit points, you gain temporary hit points equal to your proficiency bonus + Constitution modifier (minimum 1). These fade at the start of your next turn.
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Grim Doctrine: You have advantage on saving throws against effects that would move you or charm you.
Level 7 – Bayonet and Blade
You’ve mastered brutal close-quarters fighting in confined trenches and corpse-filled fields.
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Bayonet Charge (Fantasy): When you move at least 20 feet in a straight line toward a hostile creature, you can make a melee weapon attack as a bonus action. If the weapon is a spear, glaive, longsword, or similar reach weapon, this attack deals an additional 1d8 piercing or slashing damage.
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Trenchlock Archery: When wielding a longbow, shortbow, or heavy crossbow, your shots are practiced and brutal. You ignore half cover, and once per turn when you hit a creature with a ranged weapon attack, you can cause it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a fail, its speed is reduced to 0 until the start of its next turn as the arrow pins it or knocks it off balance.
Level 10 – Only Death Will Set Us Free
The closer you come to death, the more your purpose burns within.
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While at or below 1/4 your hit point maximum, you gain the following benefits:
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Your weapon attacks score a critical hit on a roll of 19–20.
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You have resistance to all nonmagical bludgeoning, piercing, and slashing damage.
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You have advantage on all death saving throws.
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These benefits fade if you rise above 1/4 your hit point maximum.
Level 15 – Butcher of the Black Soil
You fight like a cursed revenant, a blade-wielding specter of ash and duty.
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Ashborn Executioner: Once per turn, when you hit a creature with a melee weapon, you can expend your Second Wind to deal 2d10 extra necrotic or radiant damage (your choice) and force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + Strength or Constitution modifier). On a failure, they fall prone as if crushed by your fury.
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War Marcher: You ignore movement penalties caused by difficult terrain and magical terrain (e.g., entangle, grease, etc.).
Level 18 – Creed of the Final March
Even the gates of death cannot halt your final charge.
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Final March: When you are reduced to 0 hit points, you can choose to remain standing. You immediately take a full turn (action, bonus action, movement) before falling unconscious.
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If during that turn you reduce a creature to 0 HP, you remain conscious at 1 HP instead.
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Once you use this feature, you can’t use it again until you finish a long rest.
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March of the Ashen Host: Allies within 10 feet of you gain resistance to fear and gain +2 to saving throws while you are below half your maximum hit points.
Ashen Resolve
Level 3 – Ashen Resolve
Your training in brutal, death-ridden wars makes you unshakable and grimly efficient.
-
Mask of War: You wear a runed, iron mask that protects your mind and lungs. While wearing this mask, you gain:
-
Advantage on saving throws against poison and disease.
-
Resistance to necrotic damage.
-
Advantage on saving throws against being frightened.
-
-
Endless March: When you begin your turn below half your maximum hit points, you gain temporary hit points equal to your proficiency bonus + Constitution modifier (minimum 1). These fade at the start of your next turn.
-
Grim Doctrine: You have advantage on saving throws against effects that would move you or charm you.
Bayonet and Blade
Level 7 – Bayonet and Blade
You’ve mastered brutal close-quarters fighting in confined trenches and corpse-filled fields.
-
Bayonet Charge (Fantasy): When you move at least 20 feet in a straight line toward a hostile creature, you can make a melee weapon attack as a bonus action. If the weapon is a spear, glaive, longsword, or similar reach weapon, this attack deals an additional 1d8 piercing or slashing damage.
-
Trenchlock Archery: When wielding a longbow, shortbow, or heavy crossbow, your shots are practiced and brutal. You ignore half cover, and once per turn when you hit a creature with a ranged weapon attack, you can cause it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a fail, its speed is reduced to 0 until the start of its next turn as the arrow pins it or knocks it off balance.
Butcher of the Black Soil
Level 15 – Butcher of the Black Soil
You fight like a cursed revenant, a blade-wielding specter of ash and duty.
-
Ashborn Executioner: Once per turn, when you hit a creature with a melee weapon, you can expend your Second Wind to deal 2d10 extra necrotic or radiant damage (your choice) and force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + Strength or Constitution modifier). On a failure, they fall prone as if crushed by your fury.
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War Marcher: You ignore movement penalties caused by difficult terrain and magical terrain (e.g., entangle, grease, etc.).
Creed of the Final March
Level 18 – Creed of the Final March
Even the gates of death cannot halt your final charge.
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Final March: When you are reduced to 0 hit points, you can choose to remain standing. You immediately take a full turn (action, bonus action, movement) before falling unconscious.
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If during that turn you reduce a creature to 0 HP, you remain conscious at 1 HP instead.
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Once you use this feature, you can’t use it again until you finish a long rest.
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March of the Ashen Host: Allies within 10 feet of you gain resistance to fear and gain +2 to saving throws while you are below half your maximum hit points.
Only Death Will Set Us Free
Level 10 – Only Death Will Set Us Free
The closer you come to death, the more your purpose burns within.
-
While at or below 1/4 your hit point maximum, you gain the following benefits:
-
Your weapon attacks score a critical hit on a roll of 19–20.
-
You have resistance to all nonmagical bludgeoning, piercing, and slashing damage.
-
You have advantage on all death saving throws.
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These benefits fade if you rise above 1/4 your hit point maximum.
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