Fighters

Slaughterer

Skilled at tracking down targets, living for the chase and the deadly stroke that brings it to a close. Slaughterers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers. They are elusive, and good at finding the opportune time and location to strike. A slaughterer's abilities are all about getting into combat, dealing with a target, and then getting back out again.

Level 3: Sneak Attack

Once per turn you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

Increased Damage. The extra damage of your Sneak Attack increases by 1d6 when you reach Fighter levels 7, 10, 15, and 18, to a total of 5d6.

Level 3: Studious Stalker

Choose Insight, Stealth, or Survival. You gain Expertise with the chosen skill if you are already proficient, otherwise you gain proficiency instead. You also gain a Poisoner's Kit, and you have proficiency with it.

Studied Target. As an action, you study a creature that you can see to make them your Studied Target until you use this feature on a different creature. You automatically discern the following things about your Studied Target while they are within 120 feet of yourself and you can see them: you know what their AC and number of Hit Point Dice are relative to yours (Much Lower, Lower, Same, Higher, Much Higher), and their relative current health (Healthy, Bloodied, Near Death, Dead).

Additionally, you have Advantage on Wisdom (Insight) checks to discern your Studied Target's mood and intentions and whether they are currently aware of you or not, and on Wisdom (Survival) checks to track them. Finally, your Studied Target has Disadvantage on Wisdom (Perception) checks to find you when you are hiding.

Once you use this ability, you can't use it again until you finish a Long Rest. You can also restore a use of this ability by expending a use of Second Wind.

Level 7: Talented Strike

You learn one of the following Talented Strike options of your choice when you gain this feature, and you learn an additional option of your choice when you gain your 10th level of Fighter.

When you deal Sneak Attack damage, you can add one of the Talented Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. If a Talented Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns the Poisoned target repeats the save, ending the effect on itself on a success.

Terrify (Cost: 1d6). You force the target to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns the Frightened target repeats the save, ending the effect on itself on a success. You can only use this option when you deal Sneak Attack damage to your Studied Target.

Withdraw (Cost: 1d6). Immediately after the attack you move up to half your Speed without provoking Opportunity Attacks.

Level 10: Improved Studious Stalker

You can use your Studied Target feature as a Bonus Action instead of as an action.

Level 15: Improved Talented Strike

You can now use up to two Talented Strike effects you know when you deal Sneak Attack damage, paying the die cost for each effect.

You also learn an additional Talented Strike of your choice when you gain this feature, and when you gain your 18th level of Fighter. The following effects are now among your Talented Strike options.

Daze (Cost: 2d6). You force the target to make a Constitution saving throw. On a failed save, the target can only do one of the following on their next turn: move, or take an action, or take a Bonus Action.

Impair (Cost: 2d6). You force the target to make a Constitution saving throw. On a failed save, the target's Speed is reduced by 10 feet. At the end of each of its turns the impaired target repeats the save, ending the effect on itself on a success. A target can only be affected by one application of this effect at a time.

Overwhelm (Cost: 2d6). You have Advantage on your remaining attacks against the same target this turn. You can only use this option when you deal Sneak Attack damage to your Studied Target.

Level 18: Slaughtering Surge

You can expend a use of Action Surge to double your movement and your Sneak Attack damage, and you gain the ability to take a Reaction at any point during your Studied Target's turn to make an Opportunity Attack targeting them. These benefits last until the start of your next turn, and are instead of the normal benefit of Action Surge.