Base Class: Fighter
Dread Knights are fighters who have chosen to submerse themselves in dark magic to boost their formidable fighting skills. Using their forbidden powers they can drain the health from their enemies or use the shadows to heal themselves. Power is their desire and they will crush all who stand in their way.
Consuming Strike
When you select this archetype at 3rd level, you feed from the blood of your victims. When you hit a living creature with a melee weapon attack, your attack deals an extra 1d6 points of damage. If the target is Large or smaller, it must also make a Strength saving throw. On a failed save, you gain temporary hit points equal to the roll of your extra damage + your Strength or Dexterity modifier (your choice).
Consuming Strike save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can use this feature twice between rests and only once a turn. Once you expended all uses of this feature, you must finish a short or long rest before you can use it again. At 7th level, the extra damage die becomes a d8. At 10th level, it becomes a d10. At 18th level, it becomes a d12.
Dread Aura
Starting at 7th level, you constantly emanate an aura of pure dread while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Any creature that make a melee attack against you must make a wisdom saving throw or be at disadvantage. Saving throw DC is equal to 8 + proficiency bonus + charisma modifier.
Your aura also makes you proficient in intimidation and have advantage of intimidation rolls.
Dark Blood
At 10th level, when you use the second wind feature while you are in darkness, you can regain hit points equal to 2d6 + your fighter level instead of normal.
At 18th level, the points you regain is instead equal to 2d8 + your fighter level.
Dark Strength
At 15th level, creatures have a disadvantage to Strength saving throws against your blood drinker feature.
Shadow Mastery
At 18th level, you have become one with the shadows themselves. If in darkness you can sink into the shadows and reappear in any dark area.
You can make shadows grow or shrink by 5ft regardless of light as the expanded shadows are classed as magical.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the shadows and animate as you like. The shapes last for 1 hour.
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Posted Apr 26, 2020Thank you! Please let me know if you plan on using it.
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Posted Apr 26, 2020This is amazing!