Base Class: Blood Hunter
Your blood hunting abilities were not enough, though they sapped power from your own blood- seeking forbidden power, you've joined the ranks of the Dark Knights, a forbidden order that uses their own vitality to fuel dark magic. Whether through contracts with demons, entities beyond mortal comprehension, or powers fueled by simple vengeance, a Dark Knight metes out justice to the vilest of foes, albeit sometimes sinking to their depths..
Extra Proficiencies
3rd level Order of the Dark Knight feature
You gain proficiency in heavy armor. In addition, while wearing heavy armor, you gain a +1 to AC.
You learn the Abyssal language, if you don't already know it.
Rite of Dusk
3rd level Order of the Dark Knight feature
When you join this order at 3rd level, you learn the Rite of Dusk esoteric rite (detailed below).
Rite of Dusk. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:
- Your weapon reduces bright light to dim light within a radius of 20 feet.
- You have resistance to radiant damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit a celestial.
Dark Bane
3rd level Order of the Dark Knight feature
As a bonus action, you can roll one of your hit dice and take damage equal to the number rolled to hone necrotic energy in your blade. Your next weapon attack's damage is converted entirely into necrotic damage, and you can add the same hit die rolled to the attack's damage. In addition, this attack ignores resistances to necrotic damage, and immunities to necrotic damage are treated as resistances instead.
Syphon Strike
7th level Order of the Dark Knight feature
When you take the Attack action on your turn, you can expend a use of this feature to draw life into your weapon, allowing the blood of your enemies to revitalize you. You can imbue one of your attacks with this feature, and it cannot be an attack that you have imbued with Dark Bane. When you strike a creature with this empowered attack, you regain hit points equal to the damage dealt. This only applies to the weapon's damage, so any additional modifiers, such as Blood Rites, Green Flame Blade, or Elemental Weapon do not grant additional healing. However, effects that add to a weapon's damage, such as Savage Critical, Violent Shot, or critical hits, do grant additional healing from this feature. You can use this feature a number of times equal to your proficiency bonus per long rest.
Blood Curse of the Abyssal Malcontent
11th level Order of the Dark Knight feature
At 11th level, you've learned to hone your mastery over blood maledicts to interact with your powers over darkness. As a reaction, when a creature you can see within 60 feet is targeted by a weapon attack roll, you can use this feature and force the creature's attack to target you. If its attack roll does not beat your AC, the attack misses. If the attack hits you, you suffer all of its effects as if you were the target of the attack- however, the attacker takes 4d6 necrotic damage.
Amplify. The attacker instead takes half of the damage it dealt with the attack.
Growing Threat
15th level Order of the Dark Knight feature
When you are below half of your maximum hit points, you deal an additional hemocraft die of damage with your Blood Rite, and you can make opportunity attacks against enemies even if they use the Disengage action.
Quietus
18th level Order of the Dark Knight feature
As an action, you can end your Rite of Dusk on one weapon to spread a pulse of necrotic energy that spreads outwards from your feet. Choose any number of creatures you can see within 20 feet- they must make a Constitution save against your Hemocraft save DC or take 6d8 necrotic damage and be frightened until the end of their next turn.
Previous Versions
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3/26/2021 3:25:06 PM
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