Base Class: Fighter
Shadow Blade fighters are not born naturally. They are often the spawn of greater devils who impregnate lone women. After the fighter's birth, their souls are unwillingly bound to the devil's using ancient and forgotten magics. The purpose of a shadow blade fighter is none other than to have their souls drained in the fighter's moments of weakness. A shadow blade fighter when born is the same race as their birth mother and indistinguishable from that race.
Shadowy Essence
Beginning when you choose this archetype at 3rd level, your demonic heritage begins to fester within your body for the first time. Gain natural armor equal to 10 + your proficiency bonus + your Constitution modifier (minimum of 1). This feature can not be used with shields or other armors. When the fighter fails a death saving throw, an in-explainable wound is carved into the fighter's body as they struggle to keep their soul from being torn from their body.
Intimidating Shadows
At 7th level you gain the ability to use your shadows to strike fear into your enemies and friends. Gain proficiency in Intimidation checks. If you have proficiency, double your proficiency bonus.
When you try to intimidate one or more creatures, your innate evil lashes out at all around you. You feel more inclined towards evil acts against those you are trying to intimidate. Your eyes turn pitch black and a mark appears somewhere on your body.
Defensive Shadows
Starting at 10th level, you learn to better control the shadow within you allowing you to freely move it along your body. As a bonus action, you gain a +2 bonus to AC for the next 1 minute. This effect requires concentration.
In addition, whenever you are hit by an attack your skin around the point of impact become covered in a blackish purple shadow. Your eyes turn pitch black and a black mark appears somewhere on your body.
You gain 2 uses of this feature before you must finish a long rest to use it again.
You gain an additional use of this feature in between long rests at 18th level (3 uses between long rest).
Mask Injury
At 10th level you also learn to use your shadows to disguise your injuries. At any time during your turn, you can draw upon your inner darkness causing it to wash over your body. All the injuries you have sustained suddenly disappear as if they had never occurred. This feature does not heal you. Any damage you have received remains and your current hit points do not change due to this affect.
If any of your limbs have been severed within the last minute and is within 60 ft, as an action, you can stretch your darkness out towards that limb and pull it back to you. Re-attaching it onto your body and return it to working condition. If the limb is being grappled, you must make either an Athletics or Acrobatics check against the target's Athletics. If you win the contest, the limb successfully returns to you. If the target wins, then the limb remains trapped. If the limb has been swallowed then the target must contest with a Constitutions saving throw or regurgitate the limb.
Unending Burn
Starting at 15th level, you learn to extend your shadows outside your body to empower your attacks. All weapon attacks gain 5 additional ft of reach and your attacks deal an additional 1d6 fire damage. This attack ignores resistances to fire damage and creatures immune to fire damage take half damage from this effect.
Strengthened Fist
Also at 15th level, you also have the ability to empower your unarmed strikes. Your unarmed strikes now deal 1d4 + {{modifier:str}} bludgeoning damage. This can be used together with Unending Burn.
Dark Mantle
At 18th level, you learn to fully control the darkness within your own body.
As an Action, you encase your body in shadow absorbing all your clothes and armor for the duration giving yourself great speed and strength. Your eyes turn pitch black and a black mark appears somewhere on your body. You gain the following benefits:
- You also gain a flying speed of 60 ft.
- You can make an attack as a bonus action.
- Attacks made against creatures with resistance to your attacks instead deal full damage, and creatures with immunity to your attacks instead deal half damage.
- Mask Injury costs a bonus action instead of an action.
This affect lasts for 1 minute unless you spend a bonus action to dismiss it. When Dark Mantle ends, you gain 2 levels of exhaustion and can not move or take actions until the end of your next turn, as a wave of lethargy sweeps over you.
Once you use this feature, you can not use it again until your next long rest.
Previous Versions
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4/5/2022 12:13:47 PM
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70
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16
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0.1
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Coming Soon
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