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 or not 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 until the start of your next turn.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once), regaining expended
after you complete a short or long rest.
Killer's Instinct
Also at 3rd level, you'll 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. If you do and that attack hits a frightened creature, you
gain temporary hit points equal to half your fighter level + your
Constitution modifier, which lasts until the start of your next
turn.
Blood Hound
At 7th level, your indulgence in the battlefield has steeled your
will and sharpened your senses. You can't be surprised, and
creatures with blood within 60 feet of you can't benefit from
being hidden or invisible against you if they are below half
their hit point maximum.
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 your 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. Also, a creature can't gain advantage on
saving throws against being frightened of you.
Last Breath
At 18th level, you've breathed your last 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 conscious. You remain
conscious until the end of your turn. The first attack you make
during this turn is made with advantage and deals an
additional 5d10 damage of the weapon's type on a hit. While
you have 0 hit points during this turn, taking damage causes
death saving throw failures as normal, though three death
saving throw failures don't kill you. At the end of your turn,
you fall unconscious if you still have 0 hit points, or die if you
have three death saving throw failures.
Once you use this feature, you can't use it again until you
complete a long rest.
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