Fighter
Base Class: Fighter

Some Fighters inspire greatness in others, and seek to be hailed as heroes. Others fight for glory and riches. A Demon Knight, however, lives to inspire fear, basking in the sight of enemies fleeing and destroying any that dare to stand in their way.

Dreadful Surge

When you choose this archetype at 3rd level, you gain the ability to invoke terror in your enemies.

When you use your Action Surge feature, all hostile creatures that can see you within 30 feet of you feels death upon them and must make a Wisdom saving throw with DC = (8 + your proficiency bonus + your Strength modifier). On a failed save, creatures are frightened of you, and can make a Wisdom saving throw at the end of their turn to remove this effect.

for the next minute after you action surge, any attack you make deals an additional 1d8 extra damage when you hit a creature within 10 feet of you. This damage is necrotic, Any creature that takes this damage can’t regain hit points until the start of your next turn.

at level 17,When you use your Action Surge feature twice in one combat the bonus damage increases to 2d8 and the duration refreshes.

Avatar of Fear

At 7th level, you gain proficiency in the Intimidation skill if you are already proficiency to get expertise. In addition, Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

You also gain advantage on Charisma saving throws.

Demoralize. After killing a creature any allies who saw you land the killing blow on the creature are demoralize, any demoralize creature who Targets the you with an Attack or a harmful spell must first make a Wisdom saving throw with DC = (8 + your proficiency bonus + your Strength modifier). On a failed save, the creature must choose a new target or lose the Attack or spell. This feature doesn't protect you from area Effects, such as the explosion of a Fireball.

Winds of Dread

At 10th level, you become especially hard to kill, a true knight of fear and conquest. When you use your Second Wind feature, whirling dread winds briefly surround you, and until the end of your next turn all range attacks made against you or any allies within 5ft of you are done at disadvantage.

Overwhelming Terror

Starting at 15th level, your enemies cannot deny your power. Creatures with immunity to the frightened condition aren't immune to your terror features, in addition, you have advantage on attack roll against creature that are frighten of you and your attacks ignore resistance to necrotic damage, and treat immunity as resistance.

also, you can't be Frightened.

Dread Lord

At 18th level, you attain the pinnacle of power. you gain the following benefits.

  • you have advantage on Charisma (Intimidation) checks.
  • you gain proficiency in Charisma Saving throws.
  • your attacks deal an additional 1d8 extra necrotic damage when you hit a creature within 10 feet of you
  • Any fire you produce or create turns black and cannot be extinguish other by 6th Dispel Magic, 6th level Create Water, or Wish.

 

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