Fighter
Base Class: Fighter

The Fallen Knight subclass represents killed warriors, who were once noble and honourable knights and have carried on through death to protect the realm and its people. Despite their fall, these knights continue to fight on, trapped in a limbo of regret and longing for redemption. They may have been wronged by those they swore to protect, or succumbed to temptation and darkness, but their sense of duty and martial prowess compel them to continue the fight against evil, even as they walk a path fraught with shadows.

Tarnished Armour

At 3rd level, your once-proud armour bears the scars of your fall from grace. Your weapon attacks score a critical hit on a roll of 19 or 20. While wearing medium or heavy armour, you gain resistance to necrotic and psychic damage. Additionally, you gain proficiency in Intimidation or Deception (your choice) if you don't already have it.

Darkened Blade

Starting at 3rd level, you can channel your inner darkness into your strikes. Once per turn when you hit a creature with a melee weapon attack, you can deal extra necrotic damage equal to your fighter level. Additionally, if the target is an undead or a fiend, you deal additional necrotic damage equal to half your fighter level, rounded down. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Shadowed Vengeance

At the 7th level, you harness the darkness within you to fuel your vengeance against those who have wronged you or betrayed your trust. As a reaction when you take damage from a creature within 30 feet of you that you can see, you can use your reaction to unleash a burst of necrotic energy. The creature that damaged you must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the creature takes necrotic damage equal to half the damage you took, and you regain hit points equal to the necrotic damage dealt. On a successful save, the creature takes half damage, and you regain hit points equal to half the necrotic damage dealt. Once you use this feature, you can't use it again until you finish a long rest.

Aura of Desolation

At 10th level, your aura emanates an aura of desolation, instilling fear and despair in those who dare to oppose you. As a bonus action, you can activate your Aura of Desolation, which extends 10 feet from you in every direction for 1 minute or until you dismiss it as a bonus action. While active, any hostile creature that starts its turn in the aura or enters it for the first time on a turn must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

Spirit Strike

At 15th level, you have regained and improved the skills you had when you were alive. Your weapon attacks score a critical hit on a roll of 18–20. Additionally, you can unleash a devastating attack that plunges your enemies into darkness. As an action, you can make a special melee weapon attack against a creature within your reach. On a hit, the target takes normal weapon damage plus an additional 10d10 necrotic damage, and it must make a Strength saving throw against a DC 18. On a failed save, the target is blinded until the end of its next turn as the darkness of your attack engulfs its vision. Once you use this feature, you can't use it again until you finish a long rest.

Army of Darkness

At 18th level, you can summon forth a legion of shadowy warriors to fight alongside you in battle. As an action, you can expend use of this feature to summon a number of shadowy warriors equal to your fighter level, each appearing in an unoccupied space within 30 feet of you. These shadowy warriors remain for 1 minute or until they are reduced to 0 hit points.

The shadowy warriors use the statistics of a wraith (found in the Monster Manual), with the following modifications:

  • The shadowy warriors are under your control and obey your verbal commands.
  • They have a bonus to their attack and damage rolls equal to your proficiency bonus.
  • They have resistance to all damage except force, psychic, and radiant damage.
  • They cannot be turned or controlled by effects that affect undead creatures.

Once you use this feature, you can't use it again until you finish a long rest.

Fallen Image

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