Base Class: Fighter
after having fallen from grace you see the only path forward in life is through death and destruction.
striking out in anger at the world itself uncaring of how much blood shed will happen around you or how injured you yourself might become.
Superior Darkin Endurance
your Darkin Endruance turns into a d12
Darkin Endurance
When you choose this archetype at 3rd level, you learn Darkin maneuvers that are fueled by special dice called superiority dice.
Darkin Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Darkin Endurance. You have four Darkin Endurance, which are d8s. A Darkin Endurance is expended when you use it. You regain all of your expended Darkin Endurance when you finish a short or long rest.
You gain another Darkin Endurance at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier.
Umbral Dash
At 3rd level, when you strike and hit with a meele attack on an enemy you are currently within 5 feet of you can dash straight through them to an unoccupied spot behind them. this can be done the amount equal to you dex modifier per turn.
Darkin Edge
The maneuvers are presented in alphabetical order.
Chilled Edge.
causes the creature hit with this attack to be unable to heal for 2 turns.
Devastating Edge.
you smack your sound in the ground causing a shockwave around you creatures right in front of you withing 5 feet take double damage from the attack and are knocked prone if they fail a dc8+prof+strength. dex save. creatures within 5 feet of the the target take half damage and dont fall prone.
Pulling Chain
you shoot an infernal chain at a target causing them to have to make a dex saving throw of 8+prof+strength
the infernal chain marks a creature and after 2 turns the creature will be pulled back to the location where the chain originaly hit the creature.
the pull will be a straight line if possible and will cause all the creatures they fly by to get a reaction against the creature
Pushing Attack
When you hit a creature with a weapon attack, you can expend one Darkin Endurance to attempt to drive the target back. You add the Darkin Endurance to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Reaching Edge
causes your next attack to extend in a 15 foot long 5 feet wide line. creatures at the end of the line take full damage and must succeed a dc 8+prof+strength. dex save of fall prone
creatures within the first 10 feet only take half damag and dont fall prone.
Swipping Edge
you attack becomes a 10 foot cone creatures at the end must succeed a 8+prof+strength. dex save of fall prone. creatures within 5 feet of you in the cone only take half damage and dont fall prone.
Craving Edge
Starting at 7th level, you can enter a rage that lasts 10 turns and gives you +5 damage to all meele strikes and heal for the same amount.
Improved Darkin Endurance.
At 10th level, your Darkin Endurance turns into d10s. At 18th level, they turn into d12s.
World Ender.
You can turn into your true Darkin Form setting your armor class to 5 but increases your Con and Strength to 24 also causes your maneuvors not to cost Darkin Endurance.
this last for 10 turns and at the start of every turn you take 20 necrotic damage until you reach 0 hit points or 10 turns have passed. you then gain 6 levels of exhaustien.
Deathbringers Stance
you heal 30% rounded up of all damage you deal with meele attacks.
Previous Versions
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