Martial Archetype - Deathbringer

While all fighters are martial warriors, few reveal in the execution of death and destruction in the same way Deathbringers do. These trained warriors strike fear and despair into their enemies before following up with devestating attacks that can bring armies to their knees.

Many deathbringers find themselves in service of evil gods, but just as many seek power for their own sake rather than that of a deity or superior. Rare indeed is a deathbringer that is a champion of the just and saviour of the downtrodden.

Some Deathbringer abilities provoke saving throws. The DC for these is 8+your proficiency modifier+your constitution modifier.

Fear Incarnate

On your first successful attack against a creature each turn, you can choose to make them fear you on a failed wisdom save. Those who fear you are unable to attack you directly, or target area of effect abilities or spells in such a way that would encompass you, so afraid they are of invoking your wrath. This ends at the start of your next turn. Creatures immune to the Frightened condition are immune to this effect, however once you reach 10th level this is no longer the case.

In addition, you gain proficiency in the Intimidation skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses that skill.

Cleave

Your powerful blows strike wide. From 7th level in place of one of your attacks, you are able to make a melee attack against all creatures you choose within 5' of you, using a single attack and damage roll. You can use this feature a number of times equal to your proficiency bonus, refreshing on a short rest.

Paralyzing Glare

At 10th level you are able to strike terror into the hearts of your opponents with a single gaze. In place of one of your attacks you can lock eyes with a creature within 60' that can see you. This creature must succeed on a Constitution saving through or be Paralyzed for one minute. They can make a new saving throw at the end of their turns to end this effect early.

You can use this feature a number of times equal to your proficiency bonus, refreshing on a long rest.

Cull the Weak

Nothing can stop your onslaught, least of all the insects that bar your path. From 15th level when you make an attack against a creature whose CR is equal to 1/5th your fighter level (rounded down), they are instantly reduced to zero hit points, without requiring an attack or damage roll. If you kill a creature in this way, you can move up to 15' and make another attack at no extra cost. This effect can repeat multiple times in a turn, to a maximum number of creatures killed equal to your Fighter level per turn.

Deathbringer Assault

The peak of a deathbringer's abilities is unleashing a hit so powerful it shatters a person's essence entirely. From 18th level, twice per long rest, you can choose to make one of your attacks an Assault. If this attack hits, you deal an additional 12d6 force damage. If this attack reduces a creature to zero hit points, their soul is shattered and they are unable to be resurrected outside of divine intervention.

Regardless of whether you hit or not, you must complete a short rest before being able to use this ability again. You cannot use Deathbringer Assault with Cleave.

In addition you deal an additional 6d6 force damage on all critical hits.