Forsaken Warrior (5e Subclass)
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Forsaken Warrior
The Forsaken Warrior is a fighter archetype. Forsaken warriors live a cursed life until they die, at which point they come back to life as vengeful zombies fueled by rage and hate.
- Dark Ressurection
When you first choose this archetype at 3rd level, your powers are dormant - you possess no features from this archetype. Due to the curse that afflicts you, you have disadvantage on death saving throws. For the purposes of spells such as raise dead, your soul is not considered to be free and willing.
When you die, you are restored to life 1d4 hours later as a zombie, and you permanently lose this feature. After you die as a zombie you are truly dead and you are now considered to be free and willing.
- Undead Nature
Starting at 3rd level, you are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You gain darkvision to a range of 60 feet. If you already possess darkvision, the radius of your darkvision increases by 60 feet. Your type changes to undead.
You may, as an action, fall over and play dead. While you remain motionless, you are indistinguishable from a normal corpse. In this state, you are prone and your speed is 0.
- Undead Fortitude
If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the you drop to 1 hit point instead.
- Slam
Your unarmed strikes are as heavy as warhammers and hit just as hard. You can roll 1d8 in place of the normal damage of an unarmed strike. If you hit a creature with an unarmed strike, you may make a grapple check as a bonus action.
- Life Drain
Beginning at 7th level, you gain the ability to drain the life force of living beings. Whenever you hit a creature with a melee attack, you may choose to drain the life force of the creature. The creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 4d6 necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Once you have used this feature, you can't use it again until you have finished a short or long rest.
- Frightful Presence
Starting at 10th level, you can use your action to strike fear into those around you. Each creature of your choice within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
- Improved Life Drain
Once you reach 15th level, you may use your life drain twice between rests, and the amount of necrotic damage increases to 6d6.
- Unnatural Resilience
At 18th level, you become all but invincible. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
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