Lord of Suffering (5e Subclass)
Fighter Subclass
Those who embrace suffering and make it their path are more than just warriors—they have witnessed countless battles that never broke their will. Their bodies are living monuments of torment and survival. Some call them mad, others penitent, but their mastery of this path is unquestioned.
- Painful Path
You have put your mind and body through fervent training to endure punishments that would cut down any other warrior. Your journey has only just begun, but the pain is only a reminder of what you can still endure. You can add your Constitution modifier to all saving throws. You can use this benefit a number of times equal to your Constitution modifier (minimum 1), and you recharge all uses at the end of a long rest. If you would be reduced to 0 hit points, you can make a Constitution saving throw with a DC of 12. With each additional use, the DC increases by 3. If you succeed on the save, you do not fall unconscious or die immediately, but instead accumulate the damage. However, your body will suffer critical consequences. You must choose one of the following choices, though the DM may force a specific consequence upon you, or give you a narrower range of choices.
Consequences after successful saves:[edit]
Broken Arm: You gain disadvantage on all Strength checks and two-handed attacks until you receive magical healing or complete a long rest. You feel a deep crack in the bone of your arm, but you still stand, determined to continue.
Broken Leg: Your speed is halved, and if you attempt to move without healing, you must make a DC 12 Dexterity check to keep from falling to the ground. If you fail, you fall, losing half your movement. Your leg buckles beneath your weight, but you fight on, staggering on a broken leg.
Chest Collapse: You gain disadvantage on all Constitution checks and are vulnerable to bludgeoning damage until you are healed. Your chest can't hold enough air, and each breath hurts more than the last, but you can't stop now.
Skull Fracture: You gain disadvantage on Wisdom (Perception), Wisdom (Save), and Intelligence (Save) checks, as well as visual perception checks until you are healed. You feel the pressure on your skull, impairing your eyesight and judgment, but the battle rages on and you must overcome it.
Muscle Tear: Your melee attacks do half damage for 3 turns due to extreme muscle fatigue. Each blow feels like your muscles are tearing, but adrenaline pushes you forward.
Internal Bleeding: At the end of each turn, you take 2d4 points of damage for 1 minute or until you are healed. You feel the blood rushing through you, but you can't stop. Pain becomes your ally as the battle rages on.
Loss of Vision: You gain disadvantage on all sight-related attack rolls for the remainder of combat or until you take a short rest. Darkness clouds your eyes, but you rely on your other senses to continue the fight.
Dislocated Jaw: You cannot speak or cast spells that require verbal components until you are healed or a minor restoration helps. Your jaw hangs painfully, but you don't need words to keep fighting.
Punched Ear: You gain disadvantage on Perception (Hearing) checks and Dexterity (Acrobatics) checks for one minute. A constant ringing in your ears distracts you, but you fight on with determination.
Fractured Ribs: You gain disadvantage on all Constitution checks to maintain concentration on skills or spells until you are healed. Every breath hurts, every movement a reminder of your limits, but you remain standing.
Spinal Injury: You lose 5 feet of speed and gain disadvantage on all Dexterity checks until you are healed. A sharp pain shoots up your back, but though your body feels slower, your will remains strong.
Total Disorientation: During your next turn, you act as if you are stunned. You can perform no actions or movements, but you can defend yourself. Your mind is shaken by a blow, but though the world spins, your spirit does not waver.
Other Possible Consequences:[edit]
These consequences might be triggered in particularly long or brutal combats, where the Restrained One is forced to make multiple saving throws to remain standing:
Splintering Bones: If you fail a saving throw twice and then succeed, your splintered bones cause you to take ongoing 1d6 damage until you are healed. You cannot reduce this damage by any means while the splintering persists.
Repeated Impact Syndrome: After you take enough damage or succeed on three consecutive saving throws, you begin to twitch involuntary spasms and extreme pain. Your speed is reduced to 0, and you have disadvantage on all saves until you receive magical healing or complete a long rest.
These wounds can only be healed by minor restoration or if you regain at least half your maximum hit points. If you have some form of regeneration, or if you use an ability that restores hit points (such as second winds), you can recover at the start of your next turn. If you reduce an enemy to 0 hit points, the saving throw DC is reduced by 3.
- Deep Scars
Each battle you survive not only scars you physically, it forges your very essence, strengthening you beyond natural limits. At 3rd Level: For each fight you survive, you gain a lasting physical enhancement. Choose one of the following each time you survive a significant fight:
- Increase your Strength, Dexterity, or Constitution score by 1 (maximum 22).
- You regain 1 additional Maneuver or Focus die per fight.
- Your critical attacks increase your attack bonus by +1 until the end of the next fight.
You can gain a maximum of three such enhancements after each fight (with the exception of the stat boost, which is permanent). These enhancements remain until you take a long rest.
- Masters of your own style
Suffering is the best teacher, and it has equipped you with special tactics and movements. At 7th level, You learn how to adopt battle tactics known as Maneuvers.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. After using a maneuver, you can't use maneuvers again until the start of your next turn. this doesn't affect after 7th level You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Focus Die. You gain a focus die, which is a d6. Focus die are rolled when a maneuver is used, increasing some aspect of an attack, defense or check you make. SavingThrows. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or dexterity modifier.
In case you already have battle maneuvers, you get the following additional benefits: your superiority die adds your attack bonus to the result, you get an additional maneuver. You gain a number of superiority said equal to your attack bonus + your level. When you hit a critical attack, you regain one superiority die. Also, you add your strength and dexterity to your attacks and can make an attack as a bonus action.
- Alone Against Danger
Your ability to see combat and advance your style means that most adventurers will not want to accompany you due to how visceral and terrifying it is, so you have adapted to always being alone against danger. at 7th level, You gain an additional reaction for each enemy you are fighting. This reaction can only be used against a single enemy individually.
- Brutal fighter
At 10th level, you are a master at striking heavily. Whenever you roll a critical hit, You deal triple damage instead of double and restore 1 maneuver die. Additionally, you can apply one of the following effects each time you apply a critical hit:
- Broken Arm
- Broken Leg
- Collapsed Thoracic Fracture
- Skull Fracture
- Muscle Tear
- Internal Bleeding
- Vision Loss
- Dislocated Jaw
- Perforated Ear
- Rib Fracture
- Spinal Injury
- Total Disorientation
- wrath of the dying
Beginning at 15th level, For every 5 hit points missing, you gain a +1 to all rolls you make, and you only need to succeed on 1 death saving throw to stabilize at 1 hit point. You become immune to the stunned, unconscious and frightened condition.
- Immortalem
At 18th level, you attain the pinnacle of resilience in battle. When you are on death saving throws, you do not lose consciousness, and you can continue playing as normal, but if you fail the saving throws as normal, you die. You gain resistance to all types of psychic damage, and the benefits of Wrath of the Dying are doubled.
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