5e SRD >Classes >Fighter >Martial Archetypes >

Wicked Fighter

Some fighters fight with integrity and die for glory, striving to live by a code, and some others simply want to win. For the latter, the path leading to victory is not of much importance. Wicked Fighters are generally feared both in duels and in battlefields. It is hard to defeat them and even harder to kill them.

Wicked Strike

Beginning when you choose this archetype at 3rd level, you start to fight with distracting, disgusting and evil methods and strategies. By targeting vital body parts with wicked strikes, you can deal an additional 2d6 damage of your weapon’s damage type or make your target suffer one of the following conditions until the end of their next turn: blinded, deafened, prone, or 1 level of exhaustion.

Once you use this feature, you must finish a short or long rest to use it again.

Wicked Fighting Styles

At 7th level, you choose one of the following fighting styles. These new fighting styles can distract your opponents so that you can land your finishing blow quicker.

  • Blighted Protection. While you are wielding a shield, you can give one target within your reach disadvantage on its next weapon attack roll as a bonus action or as a reaction.
  • Deceitful Two-Weapon Fighting. While wielding two weapons, once per round, you can try to knock your target prone by hitting it with both of your weapons. You make one attack roll to attack with both weapons, and on a hit, your target must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone. However, it only takes the damage of one weapon.
  • Dishonest Archery. You target the body parts of your enemy with ranged weapon attacks. On a hit, your target either takes -2 to its attack or damage rolls or its speed decreases by 10 feet until the end of its next turn.
  • Great Crushing Weapon Fighting. When you hit your target with a weapon you are wielding with two hands, and you roll higher than 15 on the attack roll, your target must make a successful Strength saving throw or fall prone.
  • Inglorious Dueling. If a hostile creature misses you with an attack when you are wielding a weapon in one hand and no other weapons, you can make a melee weapon attack against it as a reaction.
  • Twisted Defense. You take a fake defensive stance with a melee weapon or a shield as a bonus action. While in this stance, your speed decreases by 15 feet. When a creature attacks you with a melee weapon it must make a Wisdom (Perception) check (DC equal to 8 + your proficiency bonus + your Intelligence modifier). If it fails, it gives you an opportunity to strike and you can use your reaction to make a melee weapon attack against it. If your opponent’s attack hits you, you still take damage.

Wicked Weapon

Starting at 10th level, you use weapons in unpredictable and wicked ways, mastering the art of finishing your target off quickly, using your wicked methods. Your weapon attacks score a critical on a roll of 19 or 20. Also, when you score a critical hit against a target, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or it has disadvantage on its attack rolls, saving throws and ability checks until the end of its next turn.

Relentless Survival

You survived long enough through your wicked fighting methods and you do not intend to die now. Starting at 15th level, you can end one condition on yourself or reduce your exhaustion level by one.

Once you use this feature, you must finish a short or long rest to use it again.

Terrorizing Wickedness

Starting at 18th level, painful screams of enemies crushed under your wicked force echo in the battlefield. You can now choose to make deadly weapon attacks against a creature after you demonstrate your terrible power by making an example of the foes you slay.

You can choose to terrorize another creature with weapon attacks and it lowers its defenses in desperation. This causes your strikes to be more fatal and, on a hit, the target of this attack takes additional damage of your weapon’s damage type. This extra damage starts with 2d6 and increases by 1d6 with each successful hit.

Once you start to use this feature, you can keep terrorizing your enemy with consecutive attacks. As long as you keep hitting the same target on each of the consecutive turns, the target keeps taking the additional damage once each turn.

If you knock a creature unconscious using this feature, enemies within 30 feet of you who can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your Strength or Dexterity modifier + your proficiency bonus) or become frightened for 3 rounds. If you attack a creature frightened with this feature within those 3 rounds, it also takes additional damage of your weapon’s damage type on a successful hit once each turn. This extra damage starts with 2d6 and increases by 1d6 with each successful hit. Each time you make a creature that is frightened by this feature fall unconscious, the enemies within 30 feet of you who can see or hear you must succeed on another Wisdom saving throw or they are frightened for 3 rounds and take extra damage from your attacks as stated above.

Creatures who are immune to being frightened are also immune to this feature.

Once you use this feature, you must finish a short or long rest to use it again.

Section 15: Copyright Notice

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