Base Class: Fighter
The archetypal Parasite feeds off of the pain they cause others. Those who hone the skills of a Parasite grow more powerful as a battle progresses. The more they hit you, the more damage they can deal.
A Thousand Cuts
Beginning when you choose this archetype at 3rd level, once per round, whenever you hit a creature that you have previously damaged with a melee attack, you can cut deeper and hit harder. When you use this feature, you can add your proficiency bonus to the damage you deal.
You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice). All expended uses are replenished after you finish a short or long rest.
Bloodlust
Starting at 7th level, whenever a creature within 10 feet of you has less hit points than you, it causes you to see red. You can use your bonus action to enter a martial trance.
While in this trance, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack, you can add half of your proficiency bonus to the damage if you hit.
- You have advantage on saving throws against being charmed and frightened.
While you are in this trance, you have disadvantage on attack rolls against creatures that have more hit points than you. The trance lasts for 1 minute, until you use a bonus action to dismiss it, you die, or if you end your turn further than 10 feet away from a creature with less hit points than you.
Once you use this feature, it can’t be used again until you finish a short or long rest.
Fearsome Stance
Beginning at 10th level, creatures have disadvantage on attack rolls if you hit them with a melee weapon attack on your previous turn, you are within 30 feet of them, and they can see you.
Vampiric Connection
Starting at 15th level, when you hit a creature with a melee weapon attack, you can use your bonus action to force them to make a contested Constitution check. If they fail, you bond your life force to theirs. Whenever you deal damage to the bonded creature on subsequent turns, you gain hit points equal to half the damage dealt, rounded down (minimum 1). This connection lasts for 1 minute, until the creature dies, or you die.
Once you have used this feature, it can’t be used again until you finish a short or long rest.
Bloodletter
Beginning at 18th level, whenever you score a critical hit against a creature, you inflict a deep wound that continues to bleed after your turn ends. The wound bleeds for 1 minute, or until the creature dies, inflicting damage equal to your Strength or Dexterity modifier (your choice) on subsequent rounds.
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