Base Class: Fighter
Devotees to order, the Sigil Knights are often the policing force of the land they reside in. They make an extra effort to expel those of dark origin. They have a feud with the Church of the Prince and have raided and dispersed their main temple and are still looking for others.
Newly initiated are usually mercenaries or those filled with noble ideas.
Though soon, the bonds which were held are then broken amongst the knights. For the runes shall grant the power of anarchy for it, leading the break for nobility and morality within the once known knights.
Elemental Charges
Starting at the 3rd level
With the training from the Order, you learn how to imbue your blade with various elements. You may use a bonus action to activate a charge. If the weapon you have a charge in leaves your hand, the charge immediately ends. When subjecting a creature to a saving throw, use 8 + Proficiency Bonus + Wisdom Modifier.
Flame Charge. For 30 seconds, you cover your weapon in flame and each hit of your weapon deals an additional 1d6 fire damage. In addition, you may subject a creature that you successfully hit to a Dexterity Saving Throw. On a failed save, they are set aflame and take 1d6 fire damage at the beginning of each of their turns until they use an action to put it out. If a creature succeeds in the saving throw, they are immune to this effect until the start of its next turn.
Ice Charge. For 30 seconds, you cover your weapon in frost and each hit of your weapon deals an additional 1d6 frost damage and slows their movement speed by 5 feet. A creature cannot be slowed to less than 5 feet of movement.
Thunder Charge. For 30 seconds, you cover your weapon in lightning and each hit of your weapon deals an additional 1d6 lightning damage. In addition, you may subject a creature that you successfully hit to a Constitution Saving Throw. On a failed save, they cannot take reactions until the end of your next turn. If a creature succeeds in the saving throw, they are immune to this effect until the start of their next turn.
You may use this feature a number of times equal to your level in this class.
Sigil Helmet
3rd level Sigil Knight Feature
You obtain a helmet from the order that gives 5 additional hit points
Runic Abilities
Runic Grip: While using a runes power, you cannot be disarmed.
Rune Casting: if using magic that requires a spell slot you can use a rune instead for it without fail. Rune Casting consumes one rune.
Broken Bonds
7th Level Wraith Knight Feature
You break your bonds with the order of sigils to become a wraith knight, The Wraith Knights are all Sigil Knights who left the order for power whilst still using the power of charges the order of sigils though more powerful.
Wraith Knight Training: After breaking your bonds Runemaster Eldin has taught you the power of the Wraith Knights which grants you the powers listed below.
Broken Bonds: You lose all Sigil Knight charges and lose the Sigil Helm you were given by the order
Runes: Marks Will cover your arms when you Soul Rip a Creature, Runes are used for a move called soul rip 10 runes are the max amount runes you can have on your arms(15 at level 14)
Soul Rip: An active ability that you can use over a dead or unconscious creature to gain a rune, Soul Rip has a second ability you can use to use a rune to grant yourself the following buffs for 25 seconds, using runes without rune mastery will break your leg in a fixable way at the end of using a rune
- 15 temporary hit points
- +10 movement speed
- +2 damage
- (The unconscious creature must be near death)
Dark Flame Burst: For 30 seconds, you cover your weapon in dark fire and each hit of your weapon deals an additional 1d6 fire damage, hits apply sealing flames for five seconds, blocking magic use. In addition, you may subject a creature that you successfully hit to a Dexterity Saving Throw. On a failed save, they are set aflame and take 2d6 fire damage at the beginning of each of their turns until they use an action to put it out. If a creature succeeds in the saving throw, they are immune to this effect until the start
Helmet Corruption
7th Level Wraith Knight Feature
The Original Sigil Helmet you were given by the order is corrupted by Runemaster Eldin and given a new form and is stronger than the Normal Sigil helmet and you receive an exclusive helmet only available to Wraith Knights, It gives a 7 additional hit points
Dark Flame & Runic Manifestation
10th Level Wraith Knight Feature
Rune Mastery: As you have finally mastered runes this passive now removes the injury applied after the effect of a Rune wear off and boosts the time frame of using a rune to 30 seconds.
Runic Stability: You cannot die from executing attacks as long as you are not Unconscious. Runic Stability consumes a rune when the effect is triggered, If you are to die by an attack and your hit points drop to zero regain 5 hit points. This passive can only consume 2 runes Before requiring a long rest to be able to be used again.
After much use of the Dark Flame charge, you have become much more attuned with it, using it to its fullest potential and drawing its true strength. As an action, you can release a special attack using the Dark Flames currently on your sword.
Dark Eruption: Requires Dark Flame Burst to be active, Using this move has the user stab the floor and releases 4 AOE Dark Bursts Circles that emerge from the ground in front of you going in a 40-foot originating from you. The Bursts damage opponents and apply Dark Fire and Sealing Flames. Dark Eruption can hit ragdolled creatures, and often hits the same creature twice. Being hit by this turns off the target's Magic for 1 turn. Each creature in the affected area is pushed 10 ft from the area and must make a Dexterity saving throw. On a failure, the creature takes 8d6 fire damage and is set alight as if hit by the flame charge. On a success, they are not set alight and take half of the damage.
Resolve
10th level Wraith Knight Feature
You have gained an understanding of how energy can flow into you and back out through your attacks. Each time you take damage, you gain a Resolve Die. If the type of damage you take is the same as the charge that is currently on your weapon, you gain an additional 2 Resolve Dice. The Resolve Die is a d6 and can be added to the damage of any Charged Blow. This damage can only be added to the initial damage of the charged blow. You can add up to 5 Resolve Dice to a single Charged Blow. You can hold up to 8 Resolve Dice at a time.
Reaper
Amongst the deals of life and death, tradition and runes. The evolved tune of the knight grows loud as do the runes placed upon their skin. No man or witch can repair the bond that was broken eons ago, for once the knight strikes by dawn or fall, they gain that soul to call upon their magic claw. May the runes tell a tale far greater than the ancient show, a promise and threat to those who come along.
Hunt: You slice the air with your sword and the rift summons 5 balls from parallel dimensions that teleport around the targeted creature and the balls fly towards a targeted creature. Deals 1d4 damage per ball, This move costs three runes to use.
Chase: You slice the air with your sword and cut a rift into the air and the rift teleports a targeted creature directly in front of you with a portal. This move costs two runes
rogue lineage
rogue lineage