Fighter
Base Class: Fighter

"The KNIGHT..."
"The ROARING... KNIGHT..."

Chosen by the Shadowfell itself, you have gained new, unearthly powers with one goal in mind: Spread the Influence of the Shadowfell to bring forth "The Angel's Heaven".

Dark - Level 3

"The Shadows Cutting Deeper..."

A Blade that Roars
You can summon your weapon from the Shadows
When you gain this feature, choose any melee weapon you are proficient in that lacks the "Heavy" or "Special" properties, that weapon becomes your 'Roaring' weapon. As a bonus action, you can summon your Roaring weapon out of the Shadows. You can change your Roaring weapon during a short or long rest. If you have a magic weapon, you can convert that weapon into your Roaring weapon. If a unique weapon is being used as your Roaring weapon, the original weapon is sealed inside a pocket dimension, acting as a Template for the shadows you manipulate. If a magic weapon requires attunement, it does not require attunement while being used as your Roaring weapon, the weapon functions normally, including all of its magical properties, despite you not being Attuned to it.

You can only have one magic weapon designated as your Roaring weapon at a time, and anyone who has seen the original copy of a weapon you're using as your Roaring weapon can easily tell the Roaring weapon is a copy, after all, copies are monochrome.

If your Roaring weapon is destroyed or lost, you can summon it again normally. The original weapon used as its Template remains sealed within the Shadowfell until you choose a different Roaring weapon.
At level 5, your Roaring weapon deals an additional 1d4 psychic damage on hit.
At level 8, your Roaring weapon deals an additional 1d6 psychic damage on hit instead.
At level 11, your Roaring weapon deals an additional 1d8 psychic damage on hit instead, and becomes a +2 weapon if it wasn't a +2 or better weapon.
At level 16, your Roaring weapon becomes a +3 weapon if it wasn't a +3 weapon or better already.
At level 19, your Roaring weapon becomes a +4 weapon if it wasn't a +4 weapon or better already.

Darkest Knight
Your armor and body become entwined with the Dark.
While wearing armor you are proficient with, the armor becomes pitch-black, and the armor set gains a helmet if it didn't have one already. The armor can shift to whatever appearance you wish it to be (within reason), your body also contorting to fit if necessary.
While wearing a helmet affected by this feature, your features are obscured by supernatural darkness. A creature cannot identify you by sight while you are wearing the helmet unless it can see through magical darkness. Even if a creature hears your voice, it has Disadvantage on any ability check made to determine your identity from your voice.
While wearing armor affected by this feature, if the armor has any stealth penalties, they are negated, and the Strength requirement is ignored. While in Darkness, you gain advantage on stealth checks, and shadows cling unnaturally to you, allowing you to attempt to Hide while in Dim Light even when you aren't otherwise obscured.
At level 11, your armor starts to produce afterimages, increasing your AC by 1, and giving disadvantage on ranged attack rolls made against you.

Darker yet Darker - Level 7

"In the dark only Blind Eyes See"

Blind Eye
Darkness appears like Light to you.
You gain Darkvision out to a range of 40 feet. If you already have Darkvision, its range increases by 40 feet. You can see through magical darkness as if it was normal darkness, and all Darkvision you have is viewed in Color instead of Black and Gray.

Darkness Keeps Growing
Darkness shines from you like light.
Dim light within 20 feet of you is converted into darkness, and Bright light within 20 feet of you is converted into Dim light. The light level of an area returns to normal if you move far enough away. Magical light caused by a 3rd level spell or higher is not affected by this feature.

Lighter than Light
Your shadows make you lighter than Light.
As a bonus action, you can choose to start (or stop) floating. While this feature is active, you float ~3 feet off of the ground, You don't trigger pressure plates or other weight-sensitive mechanisms, and you can pass over most ground-level trip wires without triggering them. You don't trigger or take damage from hazards that require you to physically contact the ground, such as caltrops or an Acid-covered floor. Your movement is otherwise unaffected. When you take falling damage, you only take half as much, as the air absorbs most of the impact.

Silent Knight - Level 10

* You felt something hovering close behind your head...

Black Knives
When you hit a creature with an attack from your Roaring weapon, you summon a shortsword made of shadow to float beside you. You can have up to 4 of these blades summoned at a time.
As a bonus action, you can launch any number of your summoned blades at creatures within 50 feet of you. You can divide the blades among your targets however you wish.
Make one ranged weapon attack against each target using the attack bonus of your Roaring weapon. On a hit, the creature takes 1d6 psychic damage per blade you targeted them with.
The knives do not occupy your hands or require you to hold them.
After using this feature to launch the blades, all used blades disappear.
At level 15, you can have up to 5 summoned blades instead of 4.
At level 18, you can have up to 6 summoned blades instead of 4.

Repel
As a reaction when a creature misses a melee attack against you, you can swat the creature away, moving the creature up to 10 feet in a direction of your choice. After this movement, you can launch any number of your summoned Black Knives at that creature as part of the same Reaction. If a creature misses you with a ranged attack, you can launch any number of your summoned Black Knives at that creature as a Reaction. When used this way, the Black Knives' range limit is ignored. Using your Black Knives feature as a part of this feature does not require or use a bonus action.

The Angel's Heaven - Level 15

"Photon Readings..."
"Negative."

Dark Fountain
Once per day, as an action, you can imbue your blade with your Will and Pierce the earth to call forth a Dark Fountain, a beam of Darkness that acts as a portal to the Shadowfell.
The dark fountain takes up a 10 ft by 10 ft large space, and emits magical darkness out to a range of 10 feet, and Dim light for another 10 feet.
A creature that enters the fountain's space is transported to the Shadowfell at the end of the round, provided it is still within the fountain's space. When a Dark fountain is opened on any plane of existence, a connecting Dark Fountain is also opened in the Shadowfell. If a creature reaches a Dark Fountain in the shadowfell, and they have a Strong Enough will, they can Seal the fountain. A creature that successfully seals the fountain is transported to the location of the corresponding fountain on the plane where it was created, and both fountains are then destroyed.
The DM determines whether a creature's will is strong enough to seal the fountain.
A creature entering the Shadowfell through the fountain appears roughly one day's normal travel away from the corresponding fountain, in a location chosen by the DM.
If a creature does not have a strong enough will, or does not want to seal the fountain, they can use the fountain to travel to the Plane the connecting fountain was created on.
If you create the fountain inside a fully enclosed room, the entire room becomes a portal to the Shadowfell in 1d6 minutes, with a thick, smokey darkness filling the room beforehand.
You can expend Black Knives to increase the size of the dark fountain. For each Black Knife expended, the fountain's dimensions increase by 5 feet.
The Dark Fountain is immune to damage and cannot be dispelled by conventional means.

A Dark Fountain lasts until sealed, but creatures from the Shadowfell tend to find their way though in around 2 days, bringing more attention to the area, and increasing the likelihood of someone being sent to deal with it.

The Roaring Knight
While in Darkness or the Shadowfell, your AC increases by 2, your Roaring weapon's bonus to attack and damage rolls increase by 1, To a maximum of +5, and you gain a Fly speed equal to your walking speed and can hover. When entering the Shadowfell through a Dark Fountain, you can choose which dark fountain you appear from (if multiple exist), and where you appear around the Fountain. While in the Shadowfell, you have a vague sense of the direction and approximate distance of creatures that aren't native to the Shadowfell. You cannot determine their exact location, identity, or number unless you can otherwise perceive them.

Rend Space :: The Knight - Level 18

* [_____] was Hurt and Beaten.
* [______] became a Pile of Fluff.
* [____] Kneeled in Silence.

Swoon
 * Fatal
As an action, you can instantly cut down a Weakened foe.
When a creature within reach of your Roaring weapon has 10% (rounded down) or less of its maximum Hit Points remaining, you can use an action to attempt to cut it down instantly. Make a special attack roll against the creature's AC, adding only the bonus granted to your Roaring Weapon by A Blade that Roars. You do not add your ability modifier, proficiency bonus, Fighting Style, or any other bonuses to this attack.
On a hit, you slash through the creature's soul, severing it from its body and binding it to the Shadowfell. The creature dies immediately, and its soul cannot be returned to its body by any spell or magical effect while it remains bound to the Shadowfell. Souls bound to the Shadowfell eventually be reborn into one of the many plants or creatures of the Realm. 
If you choose to deal non-lethal damage with this feature, you hit with the Blunt of the blade instead. The creature remains unconscious and unable to participate in the encounter until the encounter ends or it is restored by a spell or magical effect of 8th level or higher.

Check
* [____] Analyzed the Knight...
* But [____] couldn't learn anything.

As a bonus action, you can analyze a creature within 60 feet of you that you can see, instantly learning one of the following:
 - Its Current and Maximum hit points, as well as if it's within the Hit point threshold for Swoon.
 - One of its ability scores.
 - Its bonus to one of its saving throws.
 - Its next intended target for an attack (if any).
 - Its senses and their ranges.
 - Its maximum movement speed.

Blade Of The Shadowfell Image

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