Fighter
Base Class: Fighter

The Dark Acolytes were an ancient religious order of magic users devoted to dark magic. Driven by emotions including hatred, anger, and greed, the Dark Acolytes were deceptive and obsessed with gaining power no matter the cost. They follow a militant tradition, derived from monks on the way of peace, that teaches how to use the mystical energy found all around the world. Energy that flows through everything and every being. They are masters of magical blade and spells.

Psionic Abilities

At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Channel Hatred

Upon reaching level 10, you gain the ability to use Channel Hatred times equal to twice your Wisdom modifier

Furious Atacks

Attack with a series of weapon attacks, each attack counts as 2 attacks, with 2 separate attack rolls.

Ki Lightning

When you reach level 10, you are able to choose Ki Lightning. You channel the dark energy inside you into jolts of pure lightning to a target within 60 feet of you, dealing 1d10+Wisdom modifier lightning damage. Target has to make a spell DC constitution save for half damage.

Magical Choke

Target makes a Strength saving throw versus your spell save DC, on a failure, target is stunned and takes 2d6 bludgeoning damage. While the caster is concentrating on the magical choke, they can take no other actions. The target repeats the save at the end of each of it's turns, on a success, the target breaks free of the choke, on a failure, it remains stunned and takes another 2d6 bludgeoning damage. 

Magical Drain

This terrible power drains the life of a target to heal fighter. Magical drain drains 1d6+Wisdom modifier HP to a single victim and dealts same amount of necrotic damage. Dark Acolyte can't heal more than his/her original HP, however the target will suffer all the damage from the roll. Victim may make a Constitution DC save for half the damage.

Mind Trick

Upon reaching level 15, you unlock Mind Trick. It is an out-of-combat feature that you may use numbers equal to your proficiency bonus in between long rests. Mind Trick allows you to double your current Persuasion, Deception, or Intimidation score for one check. You may also reroll if you roll a natural 1.

Battle Premonition

Upon reaching level 18, you gain the feature Battle Premonition. You may activate Battle Premonition once after a long rest.

At the end of your turn, you may activate Battle Premonition. This allows you glimpses and visions of the attacks made against you for the next three turns. During this time period, all enemies that attack you do so at disadvantage, and you gain advantage on all saving throws.

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Dark Acolyte Image

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