Battle Fiend (5e Subclass)
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|“||When I was traveling in search of the next style of combat that was mastered by a group known only as The Battle Fiends. I stumbled upon an elder elven fighter who had some assorted weaponry. In my arrogance I thought him to be an elven fighter who barely knew how to wield the various weapons,so I asked the elf if he had any idea how to use such a variety of weapons. He scoffed at me so I began to insult him, his kinsman, and his poor knowledge of battle. Too this day I wish that I didn't say any of the things that I said because as soon as I was mentioned his battle knowledge, he moved his swords with the speed of light to my throat, and cut off my pendant with no effort. Then he gnarled at me and said slowly:
Then he moved his swords, and gathered the rest of his weapons then mounted a black horse with fire for hair and went on his way. I asked about him after the incident had happened. To my surprise they told me that he was a Battle Fiend.
|—Sabo Ace, a human fighter in his quest to finish his book The Ancient Ways of the Fighter|
These fighters are masters if the way of battling, the battle fiends are able to do great feats of strength and agility that no other fighter could. Though blade masters are masters of stealth and guile, they do value personal honor above all else. It is said that the battle fiends used to serve ancient evils in order to obtain their abilities. It takes many years of rigorous training and a rumored test that to become a battle fiend a fighter must be able to kill six men in a single instant. For you rarely ever see a battle fiend anywhere unless he is training an apprentice or indulging himself in the blood of a battle.
One of the first things that a battle fiend should do is to seek a worthy student to take on his name, his knowledge, and his weaponry for when he dies. When the Battle Fiend finds the right student for him, he forces his student swear an oath to keep whatever knowledge that he is about to obtain from his master to himself and no other until it becomes his time to teach it. Due to the great loyalty and honor that the battle fiend earns throughout his years, he is often wanted by many kings and rulers to either be one of their royal guard or train their soldiers.
Most battle fiends tend to be considered evil due to their love for killing therefore they tend to serve evil gods.
Starting at 3rd level, whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Fiendish Bonus Damage table. Additionally, your movement speed is increased by 5 feet.
|Fighter Level||Damage Increase|
Starting at 3rd level, when you level up, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can not use this feature again until you finish a long rest.
At the 7th level, your weapon attacks score a critical hit on a roll of 19-20. Furthermore, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to half your level rounded down.
At the 18th level, your weapon attacks score a critical hit on a roll of 18-20.
Starting at 10th level, you have become recognized by your evil god and have been granted a evil creature from the Fiends Deal table:
The fiend is friendly to you and your companions. Roll initiative for your fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you do not issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. The alignment of the fiend is the same as yours and will change if your alignment changes. The fiend has its normal stats however its hit points are equal to yours. The fiend can be outfitted with armor and magical items. Additionally the fiend levels with you increasing its ability's as the two of you grow stronger. At levels: 14, 18 and 20 add a equivalent damage dice to the beasts attack (Example: Bite[1d8] would become [2d8] at level 8, [3d8] at 12).
When the fiend dies it disappears and returns once you pray to your evil deity for 1d4 hours. You may choose to keep the same fiend or roll again to determine your new fiend.
At 15th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Fiendish Chain Attack
At the 18th level, having mastered the ways of the battle fiend you can now can use a your bonus action and movement to make a number of attacks equal to your Strength modifier (minimum 2). You must roll for each hit and if you miss 2 attacks the chain attack ends and you gain one point of exhaustion. During the chain attack you make dashes to be within range of any enemy within melee range or use ranged weaponry to attack opponents from a distance. During the attack no reaction attacks can be made against you. You regain the use of this feat once you finish a long rest.