Fighter
Base Class: Fighter

Dread soldiers are frontline warriors that imbue terror in their foes. Imbued with blessings of the Shadowfell, the use of dread soldiers in war is sometimes considered more evil than war itself.

Bonus Proficiencies

Gaining aid from the Shadowfell, your abilities are permanently altered. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Stealth. If you already have proficiency in all of these skills, choose one. Your proficiency bonus is doubled for that skill.

Shadow Warrior

When you take this archetype at 3rd level you become in touch with the Shadowfell. You gain darkvision to a range of 60 feet. If you already have darkvision from your race, it is extended by 30 feet.

Also at 3rd level, when you make a weapon attack, you can deal extra necrotic damage to the target equal to your proficiency bonus. You can use this feature once per turn.

Grim Strikes

At 7th level you are able to use your dark powers to terrorize your enemies. You have access to the following abilities, which can each be used once per long rest. Some of your Grim Strikes abilities require your target to make a saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target succeeds on the saving throw for one of these abilities, your use of it is not expended. You can only use one Grim Strikes ability per attack.

Blind. When you hit a creature with a weapon attack you can cause it to be blinded. The target must make a Constitution saving throw or be blinded until the end of your next turn.

Burst. When you hit a creature with a weapon attack, your strike bursts with necrotic energy. Every creature within 5 feet of your target (except you) must succeed on a Dexterity saving throw or take necrotic damage equal to half your Fighter level rounded up (the target of your original attack takes this damage automatically).

Deafen. When you hit a creature with a weapon attack you can cause it to be deafened. The target must make a Constitution saving throw or be deafened until the end of your next turn.

Disappear. Immediately after you hit a creature with a weapon attack you become invisible until the start of your next turn.

Scare. When you hit a creature with a weapon attack you can cause to to be frightened of you. The target must make a Wisdom saving throw or be frightened of you until the end of your next turn. 

 

Dark Protector

At 10th level, when a creature tries to harm your allies, you can attempt to strike fear in their heart. When a creature within 30 feet of you that you can see makes an attack, you can use your reaction to distract and terrify them. The creature must make a Wisdom saving throw against your Grim Strikes DC. On a failed save, the creature must re-roll the attack and must use the new roll; and the creature takes 1d8 psychic damage. On a successful save, the still must re-roll the attack, but takes no damage. You can use this feature a number of times equal to your proficiency bonus per long rest.

Also at 10th level, you become especially defensive against dark energies. Whenever you take necrotic damage, you can add your Constitution modifier to your AC or saving throw to guard against that damage. You can use this feature once per round.

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