At 10th fighter level, choose an upgrade from the list below:
Crusher - Your bludgeoning weapons deal an extra 1d8 bludgeoning damage and have their block DC increased by 2.
Slasher - Your slashing weapons deal an extra 1d6 slashing damage and all slashing damage weapons are treated as having the follow-up and rip property.
Impaler - Your piercing weapons deal an extra 1d6 piercing damage and your piercing weapons have their critical multiplier increased by 1.
Overpowered - Double the damage from the overpower weapon property.
Skull-splitter - Increase the damage of weapons you wield that have the chop property by 1 dice size category. This also applies to additional damage.
Reaper - Weapons you wield with the cleave property deal an extra 1d6 damage of the weapons base type. You can target an aditional creature with cleave and your cleave attacks gain a +1 bonus to hit.
Slicer - the Wild Swings, and Swift weapon properties allow you to make an extra attack. Double-strike and follow-up weapon properties allow you to make two attacks after they are triggered, instead of one. Weapons you wield that modify the number of attacks you deal, deal +1 damage of their base type.
Cunning - You can perform weapon maneuvers that can be done "instead of an attack" as a bonus or move action. Weapons with tactical maneuvers on them deal 1d4 extra damage.
Bloodletter - The rend and bleeding critical properties of your weapons apply an extra instance of bleed. Your slashing damage attacks have a 1d6>5 chance to inflict the bleeding condition. Gain a +1 bonus to constitution saves.
Bruiser - The maximum distance enemies are moved by your maneuvers, attacks, and abilities is increased by 5ft. Weapons you wield that have an ability to move creatures deal an extra 1d6 damage.
Specialized - Chose a creature type (humanoid, construct, elemental, spirit, undead, beast, monstrosity, eldritch, fae, aberration, or draconic.) your weapons deal an extra 1d10 damage to that creature type.
Reveler slayer - When you slay a small or larger creature with a melee or thrown weapon, you trigger your second wind ability.
At 10th fighter level, you can spend 3 rest dice to enter a surge of adrenaline as an immediate action. If you do so in the surprise round, it costs 1 less rest dice.
For the next 3d3 rounds you gain the following:
an extra attack.
an extra reaction.
a +15 bonus to movement speed.
a +10 bonus to jump speed.
a +1 bonus to AC.
Once the effect ends, it has a cooldown chance dice of 1d8>7.
At 11th fighter level, choose an upgrade from the list below:
Death surge - While under the effects of Adrenaline surge, your second wind can be used to apply any health restored or temporary health gained as extra damage to your next attack instead.
Lasting adrenaline - Increase the duration of surge by 1d3 + 1 turns.
Surge of speed - Gain an extra movement action when surge is active. Increase jump distance bonus from adrenaline surge by 10 ft.
Surge of power - Choose an evocation cantrip or minor hex. You can cast it using your highest physical attribute as the casting modifier while under the effects of surge. You can cast in place of an attack if it requires an action or less to cast. Gain a +1 bonus to saves while under surge.
Deathless - When you are under the effects of adrenaline surge, you gain a +5 bonus to death saves.
At 11th fighter level, choose an extra slayer traits upgrade.
At 12th fighter level, you deal an extra 1d6 damage to creatures below half health.
At 12th fighter level, either choose an extra slayer traits or greater adrenaline surge upgrade.
At 12th fighter level, your attacks ignore regeneration, undead fortitude, or similar "ignore dropping to 0 HP" effects.
If at 12th fighter level you slay a creature with an attuned weapon, and the weapon is a +3, the slain creature must make a charisma check vs a DC of 20 + your insight bonus. On a failure, it is slain and all prepared revivification spells, resurrection effects, or similar magic is severed from the target, and its remains are consecrated with the same DC, preventing them for any use with necromancy or bio-alchemical forms of necromantic effects.