Martial Archetype- The Leper

By u/Why-Indeed

Leprosy is a terrible disease to contract, especially in this day and age. While it can be quelled with divine magics, some have an incurable, unfightable, version of leprosy, due to the influence of some foul god or beast or just pure bad luck. Most who find themselves blighted by either form give up on their lives, and slowly decay away. Some, however, choose a life of battle, flinging themselves into danger full force, knowing that any day could be their last.

The Leper Features

Fighter Level Features 3rd Solemnity, Blighted Visage 7th Dulled Nerves 10th Rabid Hew 15th Fury of the Broken 18th Eleventh Hour

Incurable Leprosy

Starting at 3rd level, you gain the Leprosy disease, as explained at the end of this document.

Solemnity

Also at 3rd level, you gain a new appreciation for life due to your disease, and moments of peace allow you to focus on your ideals and inner zeal, returning to the fight with heightened vim. You are able to use Second Wind even when Charmed or Frightened, and it cures you of these conditions. It also reduces your Exhaustion by 1 point, if you have any.

Blighted Visage

At 3rd level, your face is marred and ravaged by your disease. You gain a slightly magical mask (often they are given out in medical facilities, or sold at magic shops), which grants the following benefits:

Assists your breathing and dampens the effect of the leprosy in your face, allowing you to use your Second Wind feature twice per short or long rest.

Due to the mask's dampening of your condition, you find it easier to make observations, and to focus yourself. You may make Perception checks with your Constitution stat.

However, if you do not wear your mask, you gain the following features:

You can make Intimidation checks with your Constitution stat.

Advantage on Intimidation checks.

Disadvantage on Persuasion checks.

Dulled Nerves

Beginning at 7th level, your vitals become less sensitive, making critical attacks and other forms of bodily harm against you less effective. You don’t take bonus damage from critical hits, and have you resistance to fire and poison damage. You gain an extra hit point, and another every Fighter level after this, and for every Fighter level prior to gaining this feature.

Rabid Hew

Starting 10th level, you learn how to focus your wrath into quicker attacks and maneuvering in combat. Once per turn, you can make a melee attack against two creatures within range. If either creature dies, you can move into the space they occupied. If both creatures die, you can choose to move into either of their spaces. In addition, if you kill both creatures, you can choose to remove one level of Exhaustion from yourself.

Once you reach level 15, when you kill both creatures, you can choose to gain one level of Exhaustion.

Attacks made with Rabid Hew do an additional 1d6 damage (of your weapon's damage type) for each level of Exhaustion you have.

Fury of the Broken

Starting at 15th level, you can ignore the pain, stress, and fatigue of your body and mind in order to obliterate your opponents and defend those precious to you. As an action or bonus action, you can give yourself a level of Exhaustion. The amount of Exhaustion you have grants you certain benefits, as shown on the table below. During combat, you are immune to the negative effects of Exhaustion; as you feel incredibly energetic and alive. However, once combat ends, you suffer the normal effects of Exhaustion.

Benefits of Exhaustion

Exhaustion Level Benefit 1 Beyond Limits. You gain +3 on hit and damage rolls. 2 Final Charge. You can move an extra 10 feet. 3 Iron Will. You can reduce damage taken by a number equal to your Constitution modifier. 4 Glimmer of Hope. You regain 1d4 hit points whenever you hit with an attack. 5 Last Stand. All of the previous benefits now stack. 6 Final Breath. You can live one more turn. After this turn, you fall unconcious.



Credit: Red Hook Studios