Base Class: Fighter
Dark Knights are warriors who embrace the abyss, sacrificing their own vitality to wield devastating power. Where others defend themselves, Dark Knights thrive in suffering, turning their pain into a weapon. These cursed warriors stand at the edge of destruction, channeling darkness into every strike.
Darkened Blade
3rd-Level Dark Knight Feature
At 3rd level, you learn to sacrifice your own vitality to amplify your strikes, unleashing devastating attacks that ignore resistance.
Sanguine Strike
When you hit a creature with a melee weapon attack, you can sacrifice hit points equal to your Fighter level to deal additional necrotic damage equal to twice the damage taken. This necrotic damage ignores resistance.
You can use this feature twice per short rest.
Dark Channeling
As a bonus action, you can curse your weapon with dark energy for 1 minute. While cursed:
- Your melee weapon attacks deal additional necrotic damage, scaling based on your Fighter Level:
- Level 3 - 10: 1d8 Necrotic damage.
- Level 11 - 20: 2d8 Necrotic damage.
- Whenever you deal Necrotic damage this way, you regain a number of Hit Points equal to half the amount of damage rounded up.
- While Channeling, Necrotic damage you deal ignores resistance and treats immunity as resistance.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Enhanced Darkvision
3rd-Level Dark Knight Feature
If you do not already have darkvision, you gain darkvision up to 60 feet. If you already have it, its range increases by 30 feet.
Abyssal Armor
7th-Level Dark Knight Feature
Your connection to darkness strengthens your defenses, allowing you to endure immense punishment.
Umbral Ward
When you take damage, you can use your reaction to gain temporary hit points equal to twice your Fighter level.
You can use this a number of times equal to your proficiency bonus per long rest.
Darkened Soul
You gain resistance to necrotic damage and advantage on saving throws against being frightened.
Soul Eater
10th-Level Dark Knight Feature
You can now fuel your strikes with the very essence of your soul, unleashing unparalleled destruction.
Soul Eater Strike
Once per turn, when you hit a creature with a melee weapon attack, you can choose to sacrifice hit points up to your Fighter level to deal twice that amount in necrotic damage to all creatures of your choice within 10 feet of you. This necrotic damage ignores resistance.
Voidwalker’s Presence
As a bonus action, you can wreathe yourself in an aura of dark energy, forcing creatures of your choice within 10 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be frightened until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Dark Covenant
15th-Level Dark Knight Feature
Your bond with darkness grants you unholy endurance and the power to defy death.
Dark Endurance
If you drop to 0 hit points, you can choose to remain standing with 1 hit point instead. When you do:
- You gain temporary hit points equal to your Fighter level.
- All creatures within 10 feet take necrotic damage equal to your proficiency bonus × your Constitution modifier (minimum of 1).
You can use this once per long rest.
Blackened Will
You gain immunity to the frightened condition and resistance to psychic damage.
Nightfall Requiem
18th-Level Dark Knight Feature
You unleash your ultimate power, sacrificing yourself for an attack that can turn the tide of battle.
Requiem Slash
You release a massive wave of necrotic energy, forcing all creatures within 30 feet to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
- On a failure: They take 6d12 necrotic damage, are frightened of you for 1 minute, and suffer vulnerability to necrotic damage for 1 minute.
- On a success: They take half damage and are not frightened.
You may do this twice per Short rest.
Previous Versions
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9/22/2025 1:09:26 AM
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9/30/2025 4:32:35 PM
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