Base Class: Fighter
The Dusk Knights are not evil, they are just fighters that feel the power of necromancy are the ways to better fight evil. That is not saying that that there are not evil Dusk Knights. The Knights generally go through a ritual that allows them to generate some amazing feats. They are fearless warriors on the battle field and are one of the most loyal teammates one could ask for.
Negative Soul
At 3rd level when you start tapping into shadow energies, your very soul is changed. You gain the following trait:
Dusk Soul: You gain resistance to Necrotic damage, but spells that would make you regain hit points no longer affect you in any way. You still need the sustenance of food and water, and can still benefit from the use of Potion of Healing or any other non-spell effect that would make you regain hit points.
Dusk Resilience: When you take this subclass your hit point max is increased by 1 for each level of fighter. When you level up in fighter your hit point max increases by 1 addition hit point.
Your aspect does not change much, but your physical colors takes on a more dull shade, save for your eyes, which seem to be slightly brighter than normal creatures of your race.
Blow of Darkness
At 3rd level, you learn how to infuse your attacks with shadow energies, increasing their deadliness at the cost of your own life force.
On your turn when using the Attack action and hitting an enemy, you can spend and roll a number of your hit dice up to your proficiency bonus, you lose hit points equal to the number rolled and then add the same amount to the damage you inflict.
Dusk Infusion
At 3rd level, you are able to pull the darkness from inside you and use it to deal additional damage on your weapon attacks to your enemies. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you deal additional necrotic damage. This benefit lasts until you finish a long rest.
The damage starts at 1d4 necrotic damage. The damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, 1d12 at 17th level.
Once you’ve infused your weapon with this damage, you cannot be disarmed while wielding it. You can also use an action to summon it through shadows to your hands.
Soul Eater
At 7th level you find yourself being rejuvenated by the attacks you land against your enemies.
You gain hit points equal to half (rounded up) the necrotic damage you deal.
This trait does not trigger on attacks against constructs and undead.
Dusk Appearance
At 10th level, you learn to draw on your shadow arts to instill pure terror in the hearts of your enemies.
You gain proficiency in the Intimidation skill. If you are already proficient in that skill, you add double your proficiency bonus to checks you make with it, and can use your Wisdom modifier instead of Charisma for this skill, as you impose your will on the mind of your target.
Additionally, while you are at or below half health, you can use an action to force a creature to make a Wisdom saving throw, DC equals 8 plus your proficiency bonus and wisdom modifier. On a failure, they are frightened of you for one minute. On a failure, they are immune to this effect for 24 hours.
Dusk blast
Starting at 15th level, as an action, a sphere of negative energy ripples out in a 60-foot- radius sphere from you. Each creature of your choice in that area must make a Constitution saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. You can use feature twice per long rest.
Comsuming Shadow
At 18th level, as an action, you can emanate an aura of shadows. For 1 minute, shadows swirl in 15 foot radius around you.
Whenever a creature ends its turn in the shadows, you can deal 2d6 necrotic to it.
In addition, for the duration, you have advantage on saving throws against spells cast by celestials or the living.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/10/2022 10:42:53 PM
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11/3/2023 11:53:13 PM
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