Fighter
Base Class: Fighter

Version A.2 Note: This version is updated to include advantage on initiative with the Shadow Blade in the character sheet, no other changes have been made.

A Shadow Warrior is one who is not afraid to muddy their name by playing dirty, they use power of darkness to overcome any obstacle or being that stands in their way.

If your character is someone who doesn't always like to follow the rules, and is more than willing to be deceitful to achieve their goals, then becoming a Shadow Warrior could be for you, as they use dirty tactics to overpower enemies that tower over them, cheat to get ahead, lie for their greater good and, take advantage of every 'chink in the armour' of their enemies before they slip into a side alley and disappear. 

The art of a Shadow Warrior is one that combines the stealthy, dexterous based aspects of an assassin, with the magical power harnessed from the dark gloomy aspects of world, including death much like a necromancer, and finally the versatility and battle-hardened prowess of a glorious warrior charging their way into battle.
A Shadow Warrior is born with the ability to twist the magic of shadows and death to their will, however this often requires extreme discipline and is how the shadow warriors came to be, from a young age these budding Shadow Warriors are sniffed out using the weave, their parents are often given a great amount of riches to give up their child and pretend they never existed, the perfect origin for someone who doesn't exist...

From the beginning of their training Shadow Warriors focus on 3 main aspects of The Shadow Warrior;

  1. Strike first, and strike hard
  2. Master the ability to observe and traverse through the shadows.
  3. The dead are not the enemy, but rather wells of information and power waiting to be discovered and used.

For the most part Shadow Warriors tend to stay fairly Neutral in terms of Good and Evil, they are typically perceived to be evil in nature due to their magic and terrifying all black attire, the exceptions to this are those who did not have formal training with the typical discipline a Shadow Warrior typically receives, in which case these guys and gals end up being megalomaniacs who will do anything to acquire something. 

Tactical Advantage

Gain the upper hand in combat with an improved critical rate, from level 3 rolling a 19 or a 20 will result in a critical hit.

Shadow Synergy

Starting at 3rd level, you can create your own weapons, armour, or accessories from shadow magic.

The following Synergy pieces are available to you. If a piece has a level requirement, you must be at least that level in this class to synergize the piece. If a piece’s ability requires a saving throw, your Shadow Synergy save DC equals 8 + your proficiency bonus + your Constitution modifier.

These abilities get more powerful at 7th, 10th, 15th, and 18th levels, with 2 options becoming available simultaneously at 12th level, and 3 at 18th. You may only use these abilities once per short or long rest until Level 12, where you may use them up to twice per short or long rest.

You may change which item is conjured with Shadow energy at any point during a long rest.

Amulet of Souls.

Whilst the Amulet is conjured with your Shadow Energy you gain the knowledge of the souls taken, gain advantage on Insight and an increase of 15 Hit Points (regenerated at a short rest).

Vampiric Souls.

Once per short or long rest, you may surge the power of the Amulet giving you the ability to absorb the life force of an enemy you can see within 30ft, a misty tendril of black shadow energy floats towards into their face dealing [roll]2d8[/roll] necrotic damage on contact before rushing back to you healing you for the full amount of damage dealt.

Ring of Black Arcana.

Whilst the Ring is conjured with your Shadow Energy you gain a boost to your magical knowledge giving you advantage on Arcana and History checks.

Blight Of The Deep Dark

Once per short or long rest, you may surge the power of the Ring giving you the ability to strike 2 separate enemies you can see within 60ft with a tentacle of black shadow energy dealing [roll]2d8[/roll] necrotic damage per tentacle. 

An enemy targeted by this attack must make a Constitution saving throw, on a success they take half as much damage.

The Shadow Blade.

By wielding the Shadow Warrior's sword, you become deft, more eager to respond to battle by gaining advantage on Initiative and advantage on Acrobatics, half of the damage from attacks with this weapon is now necrotic (round up), with damage being [roll]1d8[/roll].

Slash From The Grave.

Once per short or long rest, you may surge the power of The Shadow Blade increasing its ability to kill, when you make an attack roll with this weapon you can add +1 to hit, then on a hit double the damage to [roll]2d8[/roll] of necrotic damage, if the enemy targeted dies from your attack, you may move up to 10ft towards another enemy. 

Dark-Step Greaves (12th Level or Higher).

Whilst the Greaves are conjured with your Shadow Energy you gain a boost to your evasiveness, gain +10ft to movement whilst worn and gain advantage on Stealth checks due to the greaves muffling your steps.

Void Step.

Once per short or long rest, you may surge the power of the Greaves giving you the ability to 'step' up to 30ft away, at the initiation of the 'step' a void opens up beneath you with a radius of 5ft from you being the centre, any creature within this radius must be willing to move with you, if they are not willing they must make a Constitution saving throw, on a success the creature takes half damage, on a fail the creature takes full damage and is transported with you taking [roll]2d8[/roll] necrotic damage. Upon arrival the same radius will expand materializing you in the centre along with any creatures transported, if there are any new creatures in the place of arrival, they too must make a Constitution saving throw or take [roll]2d8[/roll] necrotic damage.

Masque of Persistent Darkness (18th Level or Higher).

Whilst the Masque is conjured with your Shadow Energy you gain a boost to your perception and persona, gain advantage on Intimidation from the scary features, gain advantage on Perception for the mystery of clear sight, and gain 20ft Blindsight.

Eternal Darkness.

Once per long or short rest, you may surge the power of the Masque giving you the ability to expel pure magical darkness around you, filling a 50ft sphere with a magical darkness that only a creature with Blindsight or better can see through. Every hostile creature that starts its turn in the sphere of Eternal Darkness must make a Constitution saving throw as cackling aqua streaks of old souls streak through them, chilling them to the core dealing [roll]4d8[/roll] necrotic damage, and half as much on a success.

At the start of one of your turns with Eternal Darkness active you may activate Shadow Mockery, laugh with a deep evil sounding laugh, one that echo's through the darkness somehow sounding like its everywhere at once, in doing so all hostile creatures must make a Wisdom saving throw or be Frightened.

Eternal Darkness will collapse back into the Masque after 2 Minutes (20 rounds) unless dispelled via a Level 8 Light spell, a successful Dispel Magic cast (Eternal Darkness counts as a 7th Level spell in this instance), or if you are knocked unconscious. 

Chestplate of Shadow Spikes (18th Level or Higher).

Whilst the Chestplate is conjured with your Shadow Energy you gain a boost to your defensiveness, this armour being synergized gives you an additional +1 to your Armour Class, as well as advantage on Athletics and, you are highly resistant to being pushed around; if you are to be pushed back 5ft this suit will negate it completely, otherwise it will half the push-back distance.

Body of Spikes.

Once per short or long rest for the duration of 2 Minutes (20 rounds), you may surge the power of the Chestplate giving you the ability to cover your whole body in a matching set of armour, integrating into the Masque or Greaves if they are simultaneously synergized, once the whole body is covered in a menacing, sharp suit of black shadow energy razor sharp spikes protrude on every outer square inch, any physical attacks made against you immediately inflict necrotic damage back to the attacker in the form of [roll]2d8[/roll], they must also make a Dexterity save, on a failure you may retaliate against them after getting stuck on a spike. 

In this state you also have improvised unarmed attacks, you may make a Spike Fisted Strike against an enemy, on a hit the standard damage is replaced with [roll]2d6[/roll] + your Strength modifier dealing necrotic piercing damage.

Masque of Persistent Darkness

You conjure Shadow Energy into a brutally twisted masque, turning all of your features into the stuff of nightmares, then making it shift with the ever-moving shadowy tendrils. Where your eyes would be are now pitch-black hollows, its truly a wonder how you can see through this, but that is just the thing, you can see through it perfectly, in fact maybe even better than before?

Whilst The Masque is conjured with your Shadow Energy you gain a boost to your perception and persona, gain advantage on Intimidation from the scary features, gain advantage on Perception for the mystery of clear sight, and gain 20ft Blindsight.

Eternal Darkness.

Once per long or short rest, you may surge the power of the Masque giving you the ability to expel pure magical darkness around you, filling a 50ft sphere with a magical darkness that only a creature with Blindsight or better can see through. Every hostile creature that starts its turn in the sphere of Eternal Darkness must make a Constitution saving throw as cackling aqua streaks of old souls streak through them, chilling them to the core dealing [roll]4d8[/roll] necrotic damage, and half as much on a success.

At the start of one of your turns with Eternal Darkness active you may activate Shadow Mockery, laugh with a deep evil sounding laugh, one that echo's through the darkness somehow sounding like its everywhere at once, in doing so all hostile creatures must make a Wisdom saving throw or be Frightened.

Eternal Darkness will collapse back into the Masque after 2 Minutes (20 rounds) unless dispelled via a Level 8 Light spell, a successful Dispel Magic cast (Eternal Darkness counts as a 7th Level spell in this instance), or if you are knocked unconscious. 

The Amulet of Souls

You conjure Shadow Energy into an amulet, it hangs fairly loosely around your neck, the chains are small but on close inspection highly detailed for something made from pure shadow magic, the amulet itself is about the size of your fist and decorated with bars through the centre surrounded with skulls starting at 2 o'clock and ending at 10 o'clock, behind the bars is what looks like a droplet, a droplet of water? A tear? Blood perhaps?

Whilst the Amulet is conjured with your Shadow Energy you gain the knowledge of the souls taken, gain advantage on Insight and an increase of 15 Hit Points (regenerated at a short rest).
Note: You will have to manually update your maximum Hit Points whilst this effect is active.

Vampiric Souls.

Once per long rest, you may surge the power of the Amulet giving you the ability to absorb the life force of an enemy you can see within 40ft, a misty tendril of black shadow energy floats towards into their face dealing [roll]2d8[/roll] necrotic damage on contact before rushing back to you healing you for the full amount of damage dealt. 

At higher levels:

7th: Increase damage and health recovery to [roll]2d10[/roll] 

10th: Increase damage and health recovery to [roll]3d10[/roll] 

15th: When the Amulet is surged you may now steal the life force of 2 enemies per surge

18th: When the Amulet is surged it releases a misty cloud of black shadow energy in a 30ft radius, any enemy in the cloud takes [roll]4d12[/roll] necrotic damage healing you for the full amount

The Chestplate of Shadow Spikes

You conjure Shadow Energy into a full Chestplate, a shiny black living piece of armour that has guards up to your jawline, thick pauldrons that rise upward in a neat arc to protect from side of the head blows, the plates flowing down through a highly intricate centre piece and breastplate past the belt line and into the chunky tasses that seem to float light weight and ever flexible.

Whilst The Chest plate is conjured with your Shadow Energy you gain a boost to your defensiveness, this armour being synergized gives you an additional +1 to your Armour Class, as well as advantage on Athletics and, you are highly resistant to being pushed around; if you are to be pushed back 5ft this suit will negate it completely, otherwise it will half the push-back distance.

Body of Spikes.

Once per short or long rest for the duration of 2 Minutes (20 rounds), you may surge the power of the Chest plate giving you the ability to cover your whole body in a matching set of armour, integrating into the Masque or Greaves if they are simultaneously synergized, once the whole body is covered in a menacing, sharp suit of black shadow energy razor sharp spikes protrude on every outer square inch, any physical attacks made against you immediately inflict necrotic damage back to the attacker in the form of [roll]2d8[/roll], they must also make a Dexterity save, on a failure you may retaliate against them after getting stuck on a spike. 

In this state you also have improvised unarmed attacks, you may make a Spike Fisted Strike against an enemy, on a hit the standard damage is replaced with [roll]2d6[/roll] + your Strength modifier dealing necrotic piercing damage.

The Greaves of Dark Stepping

You conjure Shadow Energy into greaves, the mystical black shadow energy taking shape from knees to toes, it looks as though you're looking straight into a black void. The lines of the greaves are sharp, angular, and very aggressive, so much so that you think it could very well be possible to slice yourself open on the opening of the boots. Additionally, the greaves almost look like they're on fire with the way tendrils of black energy snake off them.

Whilst The Greaves are conjured with your Shadow Energy you gain a boost to your evasiveness, gain +10ft to movement whilst worn and gain advantage on Stealth checks due to the greaves muffling your steps.

Void Step.

Once per short or long rest, you may surge the power of the Greaves giving you the ability to 'step' up to 30ft away, at the initiation of the 'step' a void opens up beneath you with a radius of 5ft from you being the centre, any creature within this radius must be willing to move with you, if they are not willing they must make a Constitution saving throw, on a success the creature takes half damage, on a fail the creature takes full damage and is transported with you taking [roll]2d8[/roll] necrotic damage. Upon arrival the same radius will expand materializing you in the centre along with any creatures transported, if there are any new creatures in the place of arrival, they too must make a Constitution saving throw or take [roll]2d8[/roll] necrotic damage.

Note: Creatures willing to be transported by you are free to move with you in your 10ft (diameter) circle without taking damage at either arrival or departure, and at later levels are immune to the push-back blast.

At higher levels:

15th: When the Greaves are surged you may now travel up to 40ft and deal [roll]3d8[/roll] on departure and arrival of Void Step.

18th: When the Greaves are surged you may now travel up to 50ft and deal [roll]4d10[/roll] on departure and arrival of Void Step, additionally upon arrival of Void Step the energy from the void explodes outward pushing any unwillingly transported creatures and surrounding creatures 5ft away from you.

The Ring of Black Arcana

You conjure Shadow Energy into a ring roughly an inch wide with ornate decorations weaved on the edges, through the centre is a constantly swirling band of shadows, this ring grants you enhanced Intellectual skills and magical knowledge. This ring may be summoned onto any finger of your choosing. Enemies beware The Ring of Black Arcana is a deadly force when unleashed in anger.

Whilst The Ring is conjured with your Shadow Energy you gain a boost to your magical knowledge giving you advantage on Arcana and History checks.

Blight Of The Deep Dark

Once per long rest, you may surge the power of the Ring giving you the ability to strike 2 separate enemies you can see within 60ft with a tentacle of black shadow energy dealing [roll]2d8[/roll] necrotic damage per tentacle. 

An enemy targeted by this attack must make a Constitution saving throw, on a success they take half as much damage.

At higher levels:

7th: Increase damage to [roll]2d10[/roll] per tentacle

10th: Increase damage to [roll]3d10[/roll] per tentacle

15th: Increase number of tentacles to 3

18th: Unleash an aggressive blast of tentacles hitting up to 6 enemies within 90ft of you dealing [roll]4d12[/roll] per tentacle.

The Shadow Blade

Drawing the power of the shadows into the weapon revered by the Shadow Warrior, the Short-sword, whilst normally used in pairs by the Shadow Warriors, this sword isn't your plain boring short-sword, seemingly made from a dense black mist the sword is light to hold, cool to touch and has a wicked gleam in the light and as seemingly as vicious as a Longsword.

By wielding the Shadow Warrior's sword, you become deft, more eager to respond to battle by gaining advantage on Initiative and advantage on Acrobatics, half of the damage from attacks with this weapon is now necrotic (round up), with damage being [roll]1d8[/roll].

Note: When the Shadow Blade is synergized any roll/damage benefits from a magical weapon carry over provided it is being wielded, however damage will be limited to [roll]1d8[/roll], e.g. This means if a +1 Scimitar is wielded The Shadow Blade does +1 to hit and [roll]1d8[/roll] damage, however if a Great axe is wielded then The Shadow Blade still only does [roll]1d8[/roll] with no benefits to hit.

Slash From The Grave.

Once per long rest, you may surge the power of The Shadow Blade increasing its ability to kill, when you make an attack roll with this weapon you can add +1 to hit, then on a hit double the damage to [roll]2d8[/roll] of necrotic damage, if the enemy targeted dies from your attack, you may move up to 10ft towards another enemy. 

Note: The benefits to hit may stack with any magic weapon wielded, thus meaning a +1 Rapier being wielded at the time Slash From The Grave is activated will result in a +2 to hit.

At higher levels:

7th: Increase the damage from The Shadow Sword normally to [roll]1d10[/roll], increase Slash From The Grave damage to [roll]2d10[/roll].

10th: Increase the bonus to hit with Slash From The Grave to +2.

15th: Increase Slash From The Grave damage to [roll]3d10[/roll].

18th: Increase the damage from the Sword normally to [roll]2d10[/roll], increase Slash From The Grave damage to [roll]4d12[/roll], after an enemy is hit with Slash From The Grave a phantom wave of energy will hit the nearest enemy dealing half as much damage.

Exploiting Attacks

Starting at 7th level, you may start recording a bestiary or encyclopaedia of knowledge based on monsters, types of armour, weaponry, and spells, essentially anything that will stop an attack, cause an attack or the thing behind the attack, from there you will have Fissure Points to utilize these breakages in the armour.

By doing this you are able to recall this information in later fights giving you an advantage over your enemies during combat by creating a swift attack focusing on the weak spots of the enemy’s armour, fighting style or, racial traits. This might mean identifying a certain set of plates that expose the wearer in Plate Armour for example. By exploiting this fissure, you gain potential to enact the following depending on the location and type of fissure (at your DM's discretion):

  • Induce a grievous wound causing disadvantage on any attacks on their next turn; could be caused by targeting a weak spot in protection near their limbs.
  • A critical hit/double damage; could be caused by attacking an organ.
  • Advantage on avoiding an attack; could be caused by identifying an attack pattern.
  • Advantage on hitting an enemy with an attack; could be caused by identifying an evasion tactic.
  • A fatal attack; could be caused by finding a chink that should've been protecting a critical organ or part of the biology of the enemy.

To identify a fissure, you must either engage with an enemy for 3 consecutive rounds whereby the DM may reveal a fissure with a random effect, or you may study the enemy post-mortem for 5 minutes (you will be unable to determine attacking and defending actions this way). After a fissure is identified it may be recorded into your combat encyclopaedia/bestiary and used in a fight against the same enemy without waiting 3 rounds as it is now considered 'known'.

You have a maximum usage of this ability equal to your Proficiency Bonus + your Dexterity modifier, you regain these points at a long rest.

Your DM will determine the cost of using a fissure, some fissures like creating a grievous wound may cost 2 Fissure Points, however a Fatal attack might require 4 Fissure Points.

Diverse Fighting

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Fissure Point Recovery

Starting at 15th level, when entering initiative you may recover a few Fissure Points by rolling [roll]1d4[/roll], recovering the number of Fissure Points equal to the number rolled.

One With The Shadows

Starting at 18th level, Shadow energy has started to claim you as its own, flooding your veins with it, due to this you have become so in tune with the dead and physical shadows that you can obscure yourself anywhere, gain expertise in the Stealth ability score.

Additionally, when an enemy is slain by your hand, forcefully rip the soul from their body and adding it your power, this newfound power can go towards Hit Point Recovery, Shadow Synergy Recovery or, a Soul Burst on your next turn;

  • Hit Point Recovery. Gain an additional [roll]1d20[/roll] in Hit Points from absorbing the soul into your own.
  • Shadow Synergy Recovery. Put the soul towards recovering a Shadow Synergy use, this action will require two souls from a medium or larger creature and 3 from small or smaller.
  • Soul Burst. When you hit with your next attack you may utilize raw soul energy to amplify your attack, imbuing your weapon with the aqua coloured spirit make a strike watching the aqua energy forcefully erupt back into the weave dealing an additional [roll]1d10[/roll] necrotic damage.

Previous Versions

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1/26/2022 1:53:21 AM
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