Butcher (5e Subclass)
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Butcher[edit]
As you look down at your hook, you see the blood pooling in massive amounts from it, as well as that elf slumped against the wall over there. You look in a nearby mirror splattered with blood, and see the eyes of a madman. However, whether it's a madman or not, it is an artist, an artist of death. You smile.
Butcher's Hook
Starting at 3rd level, when you take this archetype, you acquire a hooked blade.
- This blade can be any melee or thrown weapon you are proficient with, not just a bladed one, it has the same stats as that weapon, and has the added hook property.
- While wielding a weapon with the hook property, you can use your Sneak Attack against a creature even if the weapon does not have the finesse property.
- While you wield this weapon, you gain advantage on all attack rolls against bleeding creatures.
- If your hook weapon is magical, then the damage from your Garrote and Rupture features is also magical.
- If your hook weapon is silvered, then the damage from your Garrote and Rupture features is also silvered.
Additionally, you may modify any weapon you own and add the hook property to it by spending 1 hour and an amount of gp equal to 5 + the weapon's ordinary market price.
- Saving throws: If an ability from this archetype requires a target to make a saving throw, the Save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (Whichever is higher).
Garrote
Starting at 3rd level, when you hit with a creature with a hook weapon, you may choose to deal no damage, but instead inflict a Garrote bleed effect that lasts for 1 minute. This bleed deals 2 piercing damage to the target at the start of each of its turns. If the target regains 1 or more hit points, this effect ends. This effect does not stack with itself
Rupture
Starting at 9th level, you are able to dig your hooked blade into the flesh and rip into internal organs, gaining the following benefits:
- You can use your action to make a special attack with your hooked blade, if you hit, you deal damage as normal and the target must succeed on a Constitution saving throw or take on the Rupture bleed effect. If the target is bleeding, this saving throw is made with disadvantage. This effect causes the creature to bleed for 1 minute, dealing 1d4 piercing damage to the target at the start of each of its turns. If the target regains 1 or more hit points, this effect ends. This effect does not stack with itself.
- The damage you deal from Garrote now does 3 piercing damage rather than 2.
Hemorrhage
Starting at 13th level, you have found a way to open the wounds of your victims further, gaining the following benefits:
- When you hit with a bleeding creature with a hook weapon, you may choose to deal no damage, but instead force the target to make a Constitution saving throw at disadvantage, or the damage from any bleed it is suffering is doubled for the remaining duration of that bleed. This effect does not stack with itself. If the target succeeds, it is afflicted with your Garrote and Rupture bleeds. This feature can be used a number of times equal to 1 + your Strength or Dexterity modifier (Whichever is higher) (minimum of 1). Regaining all expended uses after you finish a long rest.
- The damage you deal from Garrote now does 4 piercing damage rather than 3.
- The damage you deal from Rupture now does 1d6 piercing damage rather than 1d4.
Spill the Blood
Starting at 17th level, you are now a master of making your enemies bleed to death with no remorse, and you gain the following benefits:
- You can use your action to cause any Garrote or Rupture bleed currently affecting a creature to immediately deal 10 times their normal damage, then end. You must finish a long rest before you can use this effect again.
- The damage you deal from Garrote now does 5 piercing damage rather than 4.
- The damage you deal from Rupture now does 1d8 piercing damage rather than 1d6.
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