Fighter
Base Class: Fighter

The path of the Stygian Warrior is one shrouded in shadow and death. These warriors draw their power from the Stygian Abyss, channeling its dark energies to weaken their enemies and bolster their own strength. Masters of stealth, fear, and necrotic might, Stygian Warriors thrive in the dark places of the world.

Necrotic armament

Your weapons are imbued with necrotic energy. When you hit a creature with a weapon attack, you can deal additional necrotic damage equal to your proficiency bonus.

Abysall shroud

Shroud of Darkness: As a bonus action, you can summon a veil of shadow around you for 1 minute. While the shroud is active:

Dim light within 10 feet of you becomes darkness.

You have advantage on Stealth checks.

Creatures within the darkness have disadvantage on attack rolls against you unless they can see through magical darkness.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Abyssal stride

You can step through the shadows to strike. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in darkness or dim light. After teleporting, you have advantage on your next attack roll before the end of your turn.

 

 

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Stygian resilience

Your connection to the Stygian Abyss bolsters your defenses. You gain resistance to necrotic damage, and creatures within 5 feet of you have disadvantage on saving throws against being frightened.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Touch of the abyss

You can draw more deeply from the abyss to curse your foes. When you hit a creature with a weapon attack, you can force them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is frightened of you for 1 minute.

 

While frightened in this way, the creature also takes 1d8 necrotic damage at the start of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a long rest.

Shadow sovereign

You have become one with the shadows. While your Abyssal Shroud is active:

 

You have resistance to all damage except radiant.

Any creature that ends its turn within 10 feet of you takes necrotic damage equal to 1d10 + your Constitution modifier.

You can see through magical darkness.

 

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