Base Class: Fighter
There are many who are dedicated to standing tall in the face of tyranny and injustice. Dark Knights tower above the rest. Only by truly understanding loss and by fully devoting oneself to the protection and betterment of others does a Dark Knight find their path. Dark Knights display this devotion by using their own vitality to enhance their fighting capabilities. The dark nature of this path often has a bad reputation, but everyone knows that only a fool would choose to cross blades with a Dark Knight.
Blood Weapon
At 3rd level, you gain the ability to enhance the power of your attacks by channeling your vitality into your weapon.
When you hit a creature with a weapon attack you can spend hit dice to deal additional necrotic damage to the creature. The additional necrotic damage is equal to the number you roll on the expended hit dice and the maximum number of hit dice you can spend when you use this feature is equal to your proficiency bonus.
Dark Recovery
At 3rd level, you gain the ability to restore vitality that was consumed by your inner darkness.
When you finish a short rest without expending hit dice, you regain a number of expended hit dice equal to your proficiency bonus.
The Blackest Night
At 7th level, you can wield your inner darkness as a shield to protect yourself and others.
When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend hit dice and shield the target. When you do, reduce the damage dealt by an amount equal to the number rolled. If you reduce the damage dealt to 0, you regain the expended hit dice. The maximum number of hit dice you can spend when you use this feature is equal to your proficiency bonus.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Enhanced Dark Recovery
At 10th level, you body has adjusted to the effects of wielding your inner darkness.
When you roll initiative and have no remaining hit dice, you regain a number of hit dice equal to your proficiency bonus.
Additionally, when you finish a long rest, you regain all of your expended hit dice.
Souleater
At 15th level, you have learned how to siphon the darkness from others to sustain yourself.
When you use your Blood Weapon feature, you regain hit points equal to half the necrotic damage dealt.
Living Dead
At 18th level, your inner darkness can sustain you beyond death.
If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can spend 2 hit dice to enter a state of Living Dead. While in this state having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your state of Living Dead ends, and you die then only if you still have 0 hit points. At the end of every turn you are in this state you must spend 2 hit dice or exit your state of Living Dead.
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