Base Class: Fighter
A death-infused fighter who uses Oblivion Points to empower attacks, drain life, and phase between life and death.
Wraith Knight
At 3rd level, you embrace the path of the Wraith Knight, gaining features fueled by Oblivion Points and the power of undeath.
Eternal Damnation
You gain the following benefits:
- You do not need to eat, drink, or breathe.
- You do not need to sleep, and magic cannot put you to sleep. You can complete a long rest in 4 hours while remaining motionless but conscious.
- You have advantage on saving throws against disease and being poisoned.
- You have resistance to poison damage.
Edge of Oblivion
You gain the following benefits:
- You gain a pool of Oblivion Points used to fuel your Wraith Knight Techniques.
- You have 4 Oblivion Points, and you regain all expended points when you finish a short or long rest.
- You gain 1 additional Oblivion Point at 7th level and again at 15th level.
- You can use only one Wraith Knight Technique per attack.
Oblivion Save DC:
8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Wraith Knight Techniques
You gain access to the following techniques, which expend your Oblivion Points. You can use only one technique per attack.
Deemed Unworthy
When you hit a creature with a weapon attack, you can spend 1 Oblivion Point to force it to make a Constitution saving throw.
- On a failed save, roll 1d4.
- The target’s AC is reduced by the result until the start of your next turn.
Life Drain
When you hit a creature with a weapon attack, you can spend 1 Oblivion Point to gain temporary hit points equal to the roll of the weapon’s damage die.
Shadowy Echoes
When you make an opportunity attack, you can spend any number of Oblivion Points:
- The attack deals an additional 1d6 necrotic damage per point spent.
- The target’s speed is reduced by 5 feet per point spent (minimum 0 feet).
Wave of Regret
As an action, you can spend 2 Oblivion Points to unleash a wave of pain.
- Creatures of your choice within 15 feet must make a Wisdom saving throw.
- On a failure: 1d10 necrotic damage
- On a success: half damage
Scaling:
- 10th level: 2d10
- 18th level: 3d10
Withering Strikes
Once per turn when you hit a creature with a weapon attack, you can spend 2 Oblivion Points:
- The target has disadvantage on its next attack before your next turn.
- If it misses, it takes necrotic damage equal to your Fighter level.
Graveborn
When you are reduced to 0 hit points but not killed outright, you instead drop to a number of hit points equal to half your Fighter level + your Constitution modifier.
Once you use this feature, you cannot use it again until you finish a long rest.
Ghost Walker
As a bonus action, you assume a spectral form.
- You gain a flying speed of 10 feet and can hover.
- Attack rolls against you have disadvantage.
- You can move through creatures and objects as difficult terrain.
- If you end your turn inside a creature or object, you take 1d10 force damage.
Duration:
A number of rounds equal to your Constitution modifier (minimum 1)
Usage:
- Once per short or long rest
- Or expend 1 Oblivion Point to use this feature again
Death to the Living
You gain the following benefits:
- When you score a critical hit with a weapon attack, the target takes additional necrotic damage equal to half your Fighter level.
- When you roll initiative and have no Oblivion Points remaining, you regain 1 Oblivion Point.
Maliciousness
As a bonus action, you empower your attacks until the start of your next turn:
- You gain a bonus to attack and damage rolls equal to double your current Oblivion Points.
- This additional damage is necrotic.
Drawback:
- Melee attack rolls against you have advantage.
Usage:
1/Long Rest
Comments