Blooded Slayer- An archetype for the Fighter

A scarred human treads headstrong into combat. He pulls out an archaic blade and makes a brutal carving through his chest. Instead of reeling from the jagged slice in his torso, he smiles and draws a rusted, blood-stained sword. He plunges into the fray with reckless abaddon. A red mist shrouds the area, but whose blood it is remains unknown until the dust settles. The fanatic stands alone, coated in gore.

A pack of bandits stand smuggly on the edge of a long dirt road awaiting their next victim who they can pillage for loot. A cloaked individual strides carelessly down the road. The bandits salivate over the gold this humanoid appears to have on him. Suddenly, a pool of red oozy liquid forms in front of the cloaked humanoid. He steps through and vanishes. With a grunt, one of the bandits falls dead with a vicious gash in his back. The bandits turn to see the same shrouded individual, now with his mask down, revealing a gaunt half-elf. The bandits now realize they are in over their heads, but before they can react the warrior cuts the remaining the bandits down, leaving lifeless corpses and a pool of gore in his wake.

The Sanguine Pact

The Blooded Slayer is typically what remains from a fighter who was exposed to a terrible ritual known as the Sanguine Pact. Within, the subject of the ritual finds their humanity yanked away, leaving only a shell of the person they one were. In the place of a soul is a greater understanding of how what lies inside the body works: the organs, muscles, tendons, and all other viscera that lies within. Most importantly of those aspects is blood. Blood stimulates the Blooded Slayer like a shark to its prey. Their enhanced perception of blood gives the Slaughterer the proficiency in unique abilities, being able to harness their own body for superhuman abilities.

Troubled

Survivors of the Sanguine Pact inevitably recognize they are missing their humanity and are seeking to reclaim it. Though an impossible task, some try to return to normalcy. Many others try to forget who they were but remain haunted by randomly surfacing memories. Most fail to fit in anywhere, and become misunderstood drifters. A lucky few find a group of adventurers who look past their flaws and give them solace in a cold, unwelcoming world.

Instinctive

Though stripped of humanity, their instincts are greatly heightened to the point of bestial. Perception is enhanced and they are rarely surprised by anything.

Repulsive

Most who undergoe the dark ritual that is the Sanguine Pact are shunned for the results. Their gaunt appearance makes them outcasts, and often drives them to insanity. Many lose features that make them look like healthy humanoids. This makes life difficult but often exciting; forcing the Sanguine Slaughterer to control all facets of their daily life while often in complete isolation.

They carry their gore-slick blade(s) with them everywhere they go, always ready for combat. They wear light or medium armor so as to move swiftly and to avoid clunky armor getting in the way of their mystic scars. Their eyes usually glow bright red, signaling to anyone nearby that the fighter before them has undergone a terrible ritual. Their skin is unnaturally pallid and they look feeble overall, but it would be foolish to underestimate them.

Archetype Features:

Blooded

These fighters carry their Sanguine Pact with them everywhere they go in the form of wicked scars and a pale appearance, making it difficult for them to fit into normal society. The Pact, however, gives several near-superhuman benefits. If you pick this archetype, you gain the following affects at 3rd level:

Lose proficiency in Charisma and Intelligence skill checks and Saving throws if you have them, and cannot become proficient in them.

Advantage on Constitution saving throws.

Gains proficiency in perception and advantage on initative rolls.

Enchanted Scars

The Sanguine Pact left unique scars around your body that you can stimulate for unique effects. At 3rd level, you can choose one of the three abilties listed below:

Bloodshed's Respite: When you deal a critical blow, you instantly heal an amount of hitpoints equal to half of the total damage roll rounding down.

Blood Surge: When you use your action surge, you may dash, disengage, or hide in additon to the other actions you take.

Enhanced Metabolism: When you use your second wind ability, you may roll two d10s instead of one.

Blood Step

At 7th level, when you slay a target, you may let a blood-red mist envelope you and instantly appear up to 30 feet away. Also, as a bonus action you may teleport up to 30 feet to a creature that has been dead for less than one minute.