firebringeraxel•

I feel like this would make more sense as a Fighter Martial Archetype. If it was one I'd put these abilities at these levels:

3rd: Gain Proficiency in Herbalism or Poisoner's Kit

A choice of a skill: Arcana, History, Nature, or Religion.

Replace one of your Saving throw Proficiencies with Wisdom.

What Doesn't Kill You

7th: Chosen Quarry (I'd change it to mirror the Ranger Chosen Enemy ability)

10th: Killing Blow (Changes I'd suggest: Once on your turn when you hit with a weapon attack, Not be melee only, Instead of extra damage make your Killing blow count as magical and ignore resistance and immunity, add 1d8 vs Chosen Quarry.)

15th: Grim Countenance (Change it to Immunity to being Frightened and Expertise on Intimidate checks imo)

18th: Seen it All (Add Proficiency bonus on checks to identify creatures [and possibly some of their abilities and traits]. Once a creature is identified you gain all benefits as if it were your chosen Quarry for the next minute. You may share this benefit with a number of creatures equal to your Wisdom modifier [minimum 1])

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Leuku•

I'm on mobile so I'll be going back and forth from the doc to this comment, so refresh this comment as warranted.

Saving throw proficiencies: except for the UA ranger and the UA Awakened Mystic, all classes have One Strong save and one Weak save. Strong saves: Con, Dec, Wis. Weak saves: Str, Int, Cha.

Chosen enemy: it is far too excessive to grant permanent advantage against a specific creature type, especially at level 1. I could see this as a 20th level capstone, not a 1st level feature.

Features that grant advantage tend to come in three forms: Extremely niche early level but dangerous and temporary, or high level. Look to the barbarian for examples of niche and dangerous/temporary. Look to the abjuration wizard for high level.

Killing blow. I feel iffy about this. It's essentially a slotless divine smite from the Paladin, except at early levels you'll be using it more often than the Paladin and the Paladin's resource is competitive against the actual spells the Paladin can cast, further reducing the number of smites a Paladin will likely make in a day.

By level 2 I would have expected a feature that helps with Exploration/Interaction, but so far they're all combat abilities. The fighter gets away without having much in their departments, but that's cuz the fighter is so generic and thus malleable. This is far from generic.

Grim countenance: 9th level seems a bit soon for immunity to the frightened condition. How about advantage instead? And can you make the advantage to intimidation a little more specific? Like, "advantage on intimidation checks to acquire information from a target", or something. Think about how often an official class gets a flat permanent advantage to a skill.

Makes you stronger: this is pretty weak for an 11th level feature. Just like 5th level, 11th level is meant to bring a dramatic spike in power. Instead the spike comes in 13th level, which appears to be the Paladin's 11th level feature.

Improved killing blow: this would be fine if this class were built more closely to the Paladin chassis, but because of the automatic advantage to attack rolls against chosen enemies, the easy access to slotless divine smites, the utter lack of exploration/interaction features, and the 2nd extra attack at 17th level, this is to much

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