Fighter
Base Class: Fighter

(Inspired by the dark knight class from final fantasy of the same name and a few adaptations of it in pathfinder, i'm porting to 5e one of my favourite kind of fighters in any videogame or tabletop rpg, a fighter that uses its own vitality as a tool of destruction or support, made just for your favourite edgelords in your D&D group! I'm not yet very well versed with D&D and this class might be a bit overpowered for now, but i'll try to update it if i ever manage to somehow find any kind of feedback.)

Sacrificial Powers

Beginning when you choose this archetype at 3rd level, you may choose up to three Sacrificial Powers listed in the list below. At 10th and 18th level you may choose an additional one. It should be noted that temporary hit points can be used by all of the powers that require them.

Sacrificial Powers List:

  • Sacrificial Strike: Undoubtably the most common among dark knights, whenever you hit a creature with a weapon attack you can use this Sacrificial Power for free, imbuing your strike with dark power and dealing 1d4 extra Necrotic Damage. This power costs an amount of hit points equal to your dark knight level for each attack, the damage increases to 1d6 at level 5, to 1d8 at level 10 and to 1d10 at level 15.
  • Vital Reserves: By abusing their powers, dark knights often end up being closer to death than most, but while some try to manage their vitality to avoid such a situation, some don't care and keep on fighting by completely disregarding their integrity. Once a day, as a bonus action, the Dark knight can gain 2d8 temporary hit points plus their constitution modifier for a minute, however they'll also gain a level of exaustion at the end of the duration. At 7th level the amount of hit points gained increases to 4d8 and double your constitution modifier, while at 14th level the amount of hit points gained increases to 6d8 and triple your constitution modifier.
  • Blood Barrage: Some dark knights can materialize their vitality and throw it against their enemies as if it was a rain of seeking arrows. This ability behaves exactly like a magic missle with an effective spell slot level of 2, dealing however necrotic damage, and to cast it you need to spend an amount of hit points equal to your dark knight level. At level 5, 7, 9, 11, 13, 15 and 17 you throw an additional magic missile when using this power.
  • Dark Ball: Just like blood barrage, some dark knights prefer to use their vitality to launch ranged attacks, but while some prefer to materialize their power as a swarm of seeking missiles, some just prefer to strike their target with unprecedented rage, just like throwing a cannonball from a cannon. This power costs twice your dark knight level in hit points to cast, it requires a ranged spell attack using constitution as your spellcasting modifier and it deals 2d10 points of necrotic damage plus your constitution modifier at a 120ft range. At 7th level it deals 4d10 plus twice your constitution modifier necrotic damage and at 14th level it deals 6d10 plus three times your constitution necrotic damage.
  • Dark Inspiration: Not all dark knights use their powers to directly destroy their enemies, some prefer to function as conduits of power for their allies. As a bonus action and spending two hit points per dark knight level, you may bolster one of your allies within 30ft of range, granting them a bonus on hit and damage rolls with weapon attacks and cantrips equal to your constitution modifier.
  • Blood Transfer: A lot of adventurers eventually need the aid of someone who can heal them when they are in a pinch. Dark knights may do so, but in a more crude fashion. A dark knight may heal one of their allies up to an amount of hit points to their allies equal to twice their level at contact range as a bonus action, expending an amount of hit points equal to the ones the target gained from the use of this power. In any case, a dark knight may not heal an amount of hit points greater than four time its level.
  • Curse of Darkness: By directly channeling their vitality into the senses of their enemies, a dark knight may decide to blind their senses directly. By expending an amount of hit points equal to your dark knight level, you can channel darkness into the senses of any enemy as a bonus action, your target gets a disadvantage to all attack rolls until the end of its turn unless it succeeds a will saving throw whose DC is 8 + your proficency bonus + your Constitution modifier. By expending twice the normal amount of hit points instead the difficulty of the saving throw increases by 4.
  • Last Surprise: The rage of a dark knight may not survive beyond their death, which is why some of them decide to leave a nasty surprise before being defeated. By using all your remaining hit points, as a standard action, you can deal all creatures in a 20ft area around you 3d6 necrotic damage plus your constitution modifier. The damage increases to 6d6 plus twice your constitution modifier at 7th level and 9d6 damage plus three times your constitution modifier at 14th level.

Greater Vitality

At 7th level your hit point maximum increases by an amount equal to twice your level then by +2 at each level, exactly like the tough feat. (They may stack)

Wither the Rotten

At 10th level, everytime you deal necrotic damage to a creature that is immune or is healed by necrotic damage, you instead consider them to be resistant to it. Whenever you hit a creature that is resistant to necrotic damage, you ignore their resistance.

Survival of Spite

At 15th level, the dark knight adds half its proficency bonus to death saving throws and a critical failure on a death saving throw is counted as a normal failure. If you succeed 3 death saving throws (or roll a critical success), you're brought to an amount of hit points equal to twice your level instead of 1 hit point.

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Dark Knight Image

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