Fighter
Base Class: Fighter

TBD

Shadow Superiority

At level 3 you start off with 2 charges per combat and can use your Apex Charge Modifications to add more charges to stack up to a maximum shown in the table below.

Superiority Die chart by level

Level

Max Charges

Starting Charges

Description

1

4d4

2d4

d8

7

4d6

2d6

d8

10

6d6

3d8

d10

15

6d8

3d10

d10

18

6d10

3d12

d12


Modifications.
In using modifications you can either use more superiority die to strengthen your weapon further or expend already imbued charges to execute unique and powerful attacks

At higher levels. Your weapon can hold only 2 charges at 3rd level, however the amount of charges increases at 7th level to 3 charges, then 4 charges at 15th level. At 7th, 10th and 15th level as well you can choose one new modification to the Apex Charge.

Saving Throws. Some of your God-Talents require your target to make a saving throw to resist the God-Talent’s effects. The saving throw DC is calculated as follows:

Modification save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Apex Charge

Starting at 3rd level when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to add a superiority dies worth of damage onto your weapon. You may also chose two modifications to how the Apex Charge operates. (TEST)

Modifications. In using modifications you can either use more superiority die to strengthen your weapon further or expend already imbued charges to execute unique and powerful attacks.

At higher levels. Your weapon can hold only 2 charges at 3rd level, however the amount of charges increases at 7th level to 3 charges, then 4 charges at 15th level. Also, at 7th, 10th and 15th level you can choose one new modification to the Apex Charge.

Saving Throws. Some of your Modifications require your target to make a saving throw to resist the Modification’s effects. The saving throw DC is calculated as follows:

Modification save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Area Denial

If your weapon is charged by at least 2 charges, you can hit the ground below you and expend two charges. Doing this creates a corrupted patch of ground around you, and any creature within that area must consider the area difficult terrain.

If overcharged. If your weapon is overcharged, the area not only is rough terrain but any creature you consider hostile in the area must pass a dex save, should they fail, they are locked in their position and take 1d4+1 necrotic damage on their turn. Enemies that are locked in place in this way can make dex saves on their turn, should they fail they will continue to take damage on their turn and remain in place until they pass.

Blade Extention

If your weapon is charged by at least 2 charges, the wielder can use a bonus action to expend one more superiority die and extend the weapons reach by 5 units.

(Ex. if a weapons natural reach is 5ft, then once it is extended, it now has a reach of 10ft.)

If overcharged. Your weapons reach is extended by an additional 5 units.

Corrupted Chain

Regardless of your weapons charge, you can use a superiority die to create a chain of darkness between you and an ally or object, should an enemy find itself between you and the ally or object you can attack the creature with advantage on your turn.

The chain can reach a maximum of your weapons reach+10 (can stack with Blade Extention)

If overcharged. You can chain yourself to a second ally or object, doubling the abilities effects.

Critical Recharge

If your weapon is charged at least once, when you hit with a critical hit, you may gain an additional Superiority Die (up to your levels superiority maximum).

Passive Mod. Because this modification’s effect is passive, it does not have an Overcharge version.

Life Drain

If your weapon is charged at least once. You can expend a charge, on a hit, to add an additional superiority die to your damage and gain the amount the superiority die does back in health.

If overcharged. You, AND AN ALLY of your choosing (within 20ft of you) gain 2 superiority dies worth of health.

Marked for Death

If your weapon is charged at least once, you can expend a charge to mark a target and the next creature to hit the target can use your superiority die as extra damage.

If overcharged. You can mark two creatures AND the next TWO hits on those creatures deal an additional superiority dies worth of damage

Miasmic Lunge

If your weapon is charged at least once and you successfully hit a creature within you’re weapons reach+5 (can stack with Blade Extension), you can use a single charge to create a shadowy tendril to reach at the enemy from your weapon and attach to them. Once attached you pull yourself too the creature, all the while lunging your blade into them dealing your normal weapons damage plus a superiority dies worth of necrotic damage.

(WARNING: This can provoke an opportunity attack, though the attack will not interrupt the lung and you can still harm your target, you will just be prone to being attacked to any other enemies within opportunity range of the path of movement)

If overcharged. Instead of being pulled to an enemy, you will teleport behind them (NOT Provoking an opportunity attack) dealing an additional 5 necrotic damage AND, should the enemy fail a CON save, will become frightened for one turn.

Sweeping Wave

If your weapon is charged at least once you can, on an Attack action on your turn, expend a charge from your weapon to cast out dark energy from your blade and force 1d4+1 enemies in a cone in front of you to make a Dexterity Saving Throw. Should they fail they take a superiority dies worth of necrotic damage or half that if they succeed.

(length of the cone depends on your weapons reach and can stack with Blade Extension)

If overcharged. You instead can hit up to 1d6+2 enemies in the cone in front of you and this attack will ignore any non-magical resistances your enemies may have.

Minor Drain

At 3rd level, as a bonus action, you can force a creature to make a constitution save. Should they fail, they take 1d4 necrotic damage and you can add an additional superiority die to your charges, up to a maximum determined by your fighter level.

You may use this ability 3 times per day.

At higher levels. You learn to cast Minor Drain twice per bonus action at 7th level, and then three times at 15th. (TEST)

Overcharge

As a bonus action, you can charge your weapon above your levels threshold. For instance, if you can only use Apex Charge to charge your weapon 3 times, with overcharge you can charge your weapon an additional fourth time.

This ability can be done 3 times before a long rest.

This allows you to do enhanced versions of your modifications, unleashing all of your charges at once for extremely powerful effects. Be careful though, most weapons can only withstand so much stress before being destroyed. Once you activate an Overcharged attack you must roll a percentage die, based on the rarity of your weapon to determine the percentage at which a weapon can be damaged.

Non-magical weapons can be damaged twice before breaking while magical items can be damaged four times before breaking

Table for weapon degradation

Rarity

Percentage

Common

35%

Uncommon

30%

Rare

25%

Very Rare

20%

Legendary

15%

Artifact

10%

Second Chance

Once per long rest, should you fall below zero hp in combat, The God of Shadows will grant you a second chance in life and instead of having to roll for death saves you will enter into a critical state. Your health will be brought back to 1 and you will be permanently prone until healed further. In this state you can use half of your movement as a reaction or, should you have means to heal yourself you can use your turn (action, movement and bonus action in all) using healing potions or spells on yourself.

 

This will consume all of your remaining Apex Charges and Superiority die, but you will be given one free Overcharge usage should you no longer have any once you have stabilized yourself.

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