Base Class: Fighter
A knight who has succumbed to the essence of Doom and Darkness, you gave your soul up in exchange for Immense power. Just the mere prescence of a Doomknight is enough to fill a person with Doom, Gloom and Despair.
Mark of Doom
3rd-level Doomknight feature
You can use a bonus action to magically manifest a Mark of Doom on a Creature you can see within 30 ft. of you. The Mark of Doom lasts until the Creature is destroyed, you dismiss it as a bonus action, or until you’re incapacitated.
The Mark of Doom deals 1d5 Necrotic Damage at the start of the creatures turns, which heals you for the amount of damage dealt. You can also roll 1d5 and subtract that from the damage roll of the Creature if it targets you for an attack or spell attack.
(The damage die increases to 2d5 at 5th level and 3d5 at 10th level.)
Strengthened Mark of Doom
3rd-level DoomKnight feature
You can heighten your Mark of Dooms power. Whenever the Creatures turn comes around you can cause it to take 1d10 Necrotic damage instead of the normal 1d5, as well as roll a 1d10 and subtract it from the creatures damage roll if it targets you for an attack or spell attack.
(the damage die increase to 2d10 at 5th level, and 3d10 at 10th level)
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Blood Rite
7th-level Doomknight feature
You can deal damage to yourself to deal bonus Necrotic damage to one of your Damage Rolls this turn. You deal 1d10 damage to yourself and deal that amount of Necrotic Damage to the Target, If the Target is Inflicted with Mark of Doom the damage increases to 1d20.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Martyr of Doom
10th-level Doomknight feature
You can make a creature inflicted with Mark of Doom throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the Mark of Doom inflicted Creature to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against the Mark of Doom inflicted Creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Absorb Despair
15th-level Doomknight feature
You’ve learned to absorb the Despair of creatures inflicted with your Mark of Doom. When a creature inflicted with Mark of Doom is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + {{modifier:con#unsigned}}, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of Doom
18th-level Doomknight feature
You can use a bonus action to inflict upto three creatures you can see within 30 feet of you with Mark of Doom.
In addition, when you roll initiative and have no uses of your Strengthened Mark of Doom feature left, you regain one use of that feature.