Fighter
Base Class: Fighter

Blood is the currency of the battlefield and the reason why you fight. Your style edges on brutality, focusing only on the essence of victory and nothing more; to be a Slayer is to stain your hands eternally red for the thrill. Fighters of this archetype usually abuse their disciplined training for this purpose, hungrily seeking battle for more worthy combatants to test their prowess.

A Slayer will choose to hunt the fight no matter what the cost in order to achieve victory. The taste of blood found its way into the Slayers mind, forcing them to hunt for opponents that can test their might.  Some have gone of a war bath after becoming obsessed with the idea of killing and as a result gained new found skills in order to hunt their pray.

Killer's Intent

At 3rd level you strike with killing intent. Once per turn, when you take the Attack action and make an attack with a melee weapon, you can choose to attack with disadvantage. If you do, regardless of whether you hit the target must make a wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is frightened for up to one minute or until they make a wisdom save at the end of their turn . 

You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining expended uses on a short or long rest

Killer's Instinct

At 3rd level, you will always reach the next victim. Immediately before you make a melee weapon attack, you can use your bonus action to move up to your speed towards the target. The target must be 10ft away in order to use this ability.

If you do and that attack hits a frightened creature, you gain temporary hit points equal to your fighter level + your constitution modifier which lasts until the start of your next turn.

At 7th level you gain the temporary hit points if you hit a creature you have marked with blood hound.

Blood Hound

At 7th level, your indulgence in the battlefield has steeled your will and sharpen your senses. As a bonus action you can mark a creature. This ability can be used a number of time equal to your constitution modifier(minimum of 1) only one creature can be marked at a time. Moving towards a marked creature will give the Slayer an additional 10ft of movement.

Additionally a marked creatures scent will allow you to know its general direction having advantage on survival checks to track it. The Scent become known to you for 10 days with in a radius of 10 miles.

 

Thrill of Battle

At 10th level, you thrive in the thrill of battle. You have Advantage on initiative checks.

Also there isn't a moment when you aren't fighting. When you use Second Wind, you can also make a single melee weapon attack with advantage against a creature within reach. On a hit the target can't take reactions until the start of your next turn.

Harbinger

At 15th level, the sight of you signifies a slaughter. When you use your Killer's Instinct to move towards a target, your movement doesn't provoke opportunity attacks and ignores difficult terrain. Additionally a creature can't gain advantage on saving throws against being frightened of you.

Last Breath

 At 18th level, you've breathed you breath as a person the hunt for battle is all that drives you forward. After succeeding on a death saving throw, you can choose to stand up and act as if you had started your turn. You remain conscious until the end of your turn. The first attack you make during this turn the first attack deals an additional 5d10 damage of this weapon's type on a hit.

While you have 0 hit points during this turn, taking damage causes death saving throw to fail as normal, though three failed death saving throws doesn't kill you. At the end of your turn, you fall unconscious all death saving throws that are failed will carry over.

You can not be healed during this state though can still gain temporary hit points.

Once you have used this feature, you can't use it again until you complete a long rest.

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