Fighter
Base Class: Fighter

When a warrior wants to insure a better afterlife for the dead, then they usually find the lost order of the Phantom knights. In this forgotten knight order the adventurers will train their bodies and soul, for their chosen duty. After several months, the warrior will be ready to join the order as one of their knights, but before they become an official phantom knight, they must part take in a ritual. As a part of this ritual, the cadetnet will be put in a trans state. In this state, their soul will be transported to an unknown plain of existence, in this place they will find huge god-like entities. These are the Kings of the forgotten order of the Phantom knights. These entities give the powers of the Phantom knights. After a pact is made between the cadetnet and one of the kings, the adventurer will awake in our plain of existence. After he/she has awakened, his/her body has gone through a transformation, they are an official Phantom knight from now on.

Servant of the Mighty Throne

 

Your creature type becomes Undead, and you become resistant to Necrotic damage and vulnerable to Radiant damage.

In 15 years you only age  1 year.

You are immune to all non-magical diseases ( this is for DMs).

The Lich Knight can start a conversation with its king through prayer, but the king can always start a conversation by telepathy, even waking up the knight from his/her dream.

Player:-The followers of the Lich kings transform after the first ritual, and now the knight can pray to its king, to gain his trust.

 

Warden of Souls

After reaching the 3rd level, you can pray to your king for 1 minute, and f you don't take damage and don't move by your own will, in this period, after the prayer has ended you can manifest your lantern, from anywhere. The first time you manifest your lantern you can shape it to your will, but it must fit in a 3,5 dm3 cube. Also, you can manifest your lantern as a bonus action in combat if the lantern is in the same plane of existence as you. The lantern is an eternal source of light, the lantern provides bright light in a 20-foot radius, and dim light for another 20 feet, you choose the color of the light when you summon your lantern for the first time. If you hold your lantern in one of your hands, in combat, you can mark a creature within 30 ft of you, for 1 minute, you can mark creatures up to your proficiency modifier a day. If you have already marked a creature, you will remove the mark from the other creature, before you mark the target creature. If you have a marked creature, you can deal necrotic damage equal to 1d6*your fighter level to that creature as a bonus action. If you are in the same plane of existence as your marked creature, its soul will be imprisoned in your lantern when it dies.  When you are not in combat you can summon a soul from the lantern, there can be only one soul summoned at a time, and the summon is ended when you want to end it, or when you became incapacitated. When you summoned a soul you and your companions can interact with it, but after the summon has ended, the summoned soul will be sent to the Phantom Knights king, thus it can’t be summoned again. The soul capacity of the lantern is equal to your fighter level*2. 

Soul charge

After you reached the 10th level, you can use this class feature up to half of your proficiency modifier rounded down. In combat as a bonus action, you can call upon your king, while holding your lantern in one hand. While you call upon your king, you can send a number of souls from your lantern to your king up to 10. After the call, for 1 minute all attacks that you make, deal necrotic damage equal to the number of souls you send to your king by this feature, and you gain temporary hit points equal to the number of souls you send to your king by this feature*3( unlike the necrotic damage the temporary hit point are not lost after 1 minute).

Fuse/Defuse Lantern

At level 7th you can fuse/merge your lantern with an object, by sending 5 souls to your king, also while the lantern is fused with an object you can defuse/demerge them by sending 5 souls to your king. While the lantern is fused/merged with an object it becomes magical, and also it deals an extra 1d6 necrotic damage. Up to your proficiency modifier a day, when you attack with a fused/merged lantern and kill a creature who is not marked, you can imprison that soul to your lantern as a bonus action. 

At level 18, when you kill a marked creature with your fused/merged lantern, you gain two extra souls, these extra souls can’t be summoned, but can be used by your class features.

Ghost among the living

At the 15 level, you can send 5 souls from your lantern to your king, to transform into your phantom form for 10 turns ( to up hold this form you need to concentrate). While transformed you gain these benefits: - you gain the Incorporeal Movement trait. (You can move through other creatures and objects as if they were difficult terrain. You takes 1d10 force damage if you end your turn inside an object.) - you gain an additional 10 ft movement speed. - you gain the ability to fly ( your flying speed is equal to your walking speed.) - all non-ally creatures within 90 ft of you must take a wisdom save( DC= 10 + half of your fighter level)(round it up),  on a failed save, they will be frightened by you for 1 minut., If they failed the save, they can repeat their save at the end of their turn, ending the effect on a successful one.

Living Nightmare

At level 18 you become the avatar of your undead god-like king. Once a day, you can call upon your king's name, by sending all of your souls to it, and by fuse/merging with your lantern( if it is already fused/merged, defuse/demerge it for free) to transform to your Knightmare form for 1 minute. You gain these benefits while transformed: -you become large-sized, every creature who has been in your way of growing has been pushed back by 10 ft, and they all take 2d10 bludgeoning damage.  -you gain resistance to the following damage types: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks and immunity to cold, necrotic, poison and a bonus 15ft to movement speed and advantage on strength saving throws and ability checks  -when you transform, all non-ally creatures with-in must take a Wisdom save(DC = 10 + half of your fighter level )( This ability ignores the immunity for the frightened condition, but if the DM says it can’t be frightened by any means, this ability won't work against them), if they fail their save they will be frightened from you for 1 minute,  if they failed the save, they can repeat their save at the end of their turn, ending the effect on a successful one. -all attack made by you is magical, and treat as made by a fused/merged lantern for your Fuse/Defuse Lantern feature.  

 

 

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