Base Class: Ranger
A mysterious knight versed in black magic, Dark Knights are able to use various curses and measures to torture their foes mercilessly. Long believed to be mere legends, these ruthless hunters can enhance their longevity by stealing another being's very life essence.
Dark Knight Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dark Knight Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Dark Night Spells
| Ranger Level | Spell |
|---|---|
| 3rd | thunderwave |
| 5th | find steed |
| 9th | fear |
| 13th | wall of fire |
| 17th | dominate person |
Malefic Mount
Starting at 3rd level, your arcane prowess enhances your riding capabilities. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Seal Magic
Starting at 3rd level, you can sever a creatures arcane connection. When you successfully land an attack with a weapon or a spell, you can use your bonus action to force the creature to make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature suffers the following effects until its next turn.
- When the creature makes a spell attack, the target(s) receive only half the damage rolled (rounded down)
- When the creature casts a spell that requires a target to make a saving throw, the target makes the saving throw with advantage
You can use this feature a number of times equal to your Wisdom modifier (min of 1). You regain all expended uses when you finish a long rest. You cannot use this feature consecutively against the same creature.
At 11th level, the creature suffers the previous effects on a successful save. On a failed save, the creature cannot cast spells until its next turn.
Hex
At 7th level, when you make an attack roll against an enemy that is within 5 feet of you, you can use your bonus action to gain advantage on that roll.
You can use this feature a number of times equal to your Wisdom modifier (min of 1). You regain all expended uses when you finish a short or long rest.
Slow Burn
At 11th level, you learn to bide your time, waiting for the right moment to gain the upper hand. When you make an attack roll against a creature, you can use this feature to add a bonus equal to the number of turns that you have taken in the combat. Additionally, when a creature you can see makes an attack roll against you, you can use your reaction to increase your AC by the number of turns that you have taken in the combat.
Once you use these features, you cannot use them again until you finish a long rest.
Lifetaker
At 15th level, you learn to reinvigorate yourself with the life essence from those whom you have felled. When you defeat an creature on your turn, you recover an amount of hit points equal to half of your maximum hit points (rounded down).
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