Fighter
Base Class: Fighter

The Gloom Slayer draws their combative power from a sinister thread of the Weave. They not only utilize the boons of magic but also harness control over a deathforce known as Gloom. It is dread, it is malice, it is corruption. The Gloom Slayer is a walking reminder of mortality.

Level 3: Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Gloom X -  Other creatures who make physical contact with your bonded weapons take 1d8 necrotic damage and receive Gloom X every turn.

Level 7: Gloom

Beginning at 7th level, your cuts carve deeper than flesh. When you successfully land an attack on a creature, the creature suffers the Gloom X status effect, where X is your Strength modifier. This ability stacks. Critical Hits inflict double the amount of Gloom.

 

Creatures afflicted with Gloom X lose X amount of maximum hit points and cannot regenerate, heal, or restore hit points. They lose all stacks of Gloom X after a Long Rest or Lesser Restoration.


At certain thresholds, creatures afflicted with Gloom X experience stages of Gloom:

Severity of Gloom

Reap

Gloom 15

You become aware of the creature’s location at all times

Gloom 30

-1 on attack rolls against you

Gloom 45

Loses all speeds except Walking Speed. Cannot teleport

Gloom 60

Disadvantage on attack rolls and saving throws

Gloom 75

Attacks made on the creature allow the attacker to roll their hit dice and heal the amount + constitution modifier

Gloom 90

Armour Class is halved

Level 10: Aura of Pestilence

At 10th level, you learn how to use the Gloom to protect yourself. As an action, you take on an aura of Gloom, armouring yourself with madness and misery. You gain the following effects for 1 minute:

  • You have +5 bonus to your AC
  • Any failed attacks toward you provoke an attack of opportunity, no matter the distance 
  • You gain advantage on Saving Throws
  • You can take a Short Rest as an action

You may pay an amount of hit points equal to half your current hit points (rounded down) to gain the following additional effects:

  • You can pass through terrain
  • Your Strength modifier is doubled
  • A radius of Gloom X follows you. If a creature begins their turn in a 10ft radius of you, they suffer Gloom X

 

Once you use this feature, you must finish a long rest before you can use it again.

Level 15: It Loves Company

At 15th level, all creatures afflicted by you gaze into the same well of infinite sadness. All creatures afflicted with Gloom X take the same damage from you.

Level 18: Forgotten

The memories of the living rot, tatter, and fall away with time, but Death remembers all. Starting at 18th level, all creatures inflicted by your Gloom who have died are logged into a bestiary. As an action, you can summon an image of a creature from the bestiary up to a CR rating equal to your fighter level. This image retains a quarter of its maximum hit points and disappears after 1d4+1 rounds.

 

Once you use this feature, you must finish a short rest before you can use it again.

Level 3: Spellcasting

You retain the Spellcasting capabilities of an Eldritch Knight and gain access to an expanded spell list specific to The Gloom Slayer.

Comments

Posts Quoted:
Reply
Clear All Quotes