Base Class: Fighter
Driven by joy, rage or a higher purpose, the Fanatic is addicted to battle. They enjoy the adrenaline pumping through their veins and embrace the rush to its full extend. For throwing themselves into battle with such euphoria, most people call them lunatics or maniacs. Fanatics are often found in fighting pits or arenas, where death is a usual sight. The Fanatics love times of conflict and war, where they can fight in large scales and short periods of time. But because of restrictions and rules inside an army, they often find themselves deserting, being kicked out or thrown into prison for not obeying orders.
Evil Eyes
When you choose this archetype at 3rd level, you gain proficiency in the Intimidation skill if you don’t already have it.
Blood Rush
When you choose this archetype at 3rd level, your hits become more vigorous, the longer you stay in battle.
- After every third hit with a melee weapon attack, your weapon damage increases by 1d6, to a maximum of 3d6. This bonus ends after 1 minute or when you fall unconscious. The minute resets if you gain another additional damage die through this feature before the effect ends.
- When you’ve suffered three hits by weapon attacks or spells that deal damage, you gain temporary hit points equal to twice your fighter level.
Even Better
At 7th level, you are overwhelmed with excitement while being surrounded by your enemies. If a hostile creature moves within 5 feet of you while another hostile creature is already within 5 feet of you, you can use your reaction to frighten everyone around you. Each creature within 5 feet of you must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature is frightened of you until the start of its next turn. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses after you finish a long rest.
First Impulse
At 7th level, you never lose focus on killing your enemies, even if you get knocked out. When you regain consciousness during a fight, you can use your reaction to stand up and immediately make a melee weapon attack.
A small Price
At 10th level, when another creature misses you with an attack, you can decide to get hit instead. The damage you take is halved and you gain 1 bonus damage die and temporary hit points according to the Blood Rush feature. Once you use this feature, you can’t use it again until you finish a short or long rest.
Relentless
At 10th level, your Blood Rush overwhelms you in battle, even for a longer period of time. You don't lose your bonus damage dice from the Blood Rush feature until the fight is over, even if you fall unconscious or 1 minute has passed.
Blood Feast
Starting at 15th level, your Blood Rush gets more vicious and you grow in might.
- Your weapon damage increases by 1d6 after two hits with your melee weapon.
- You gain temporary hit points after taking damage for the second time.
I can still fight!
Starting at 15th level, it takes minimal effort to bring you back into battle. Whenever you are stabilized by another creature, you automatically regain 1 hit point.
Massacre
Starting at 18th level, no one can stop you if you want someone or something dead. At the start of your turn, you can declare to use this feature. The additional damage dice you gained from your Blood Rush feature are then doubled until the end of your turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
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