Fighter
Base Class: Fighter

The Dark Soul subclass allows you to play a more controllable character. Adding features that give you a better hinge when fighting battles. Your experience when it comes to fighting in battles comes from the past lives you spent over and over and doing the same thing everytime over and over again helping you get stronger to further your next goal.

Drawn to Rest

when you take this subclass at level 3, you get more out of a shorter rest. When you roll hit dice to heal your lost hp during a short rest, you can use the maximum number on a roll as if you rolled the highest number on your hit dice. Also given you have the materials needed, you can make a replenishing drink called "Estus" that heals you or your allies when you take a short or long rest. At 3rd level you can create 4 "Estus Flasks" that heals you and your allies for 1d4+(half your fighter level rounded down) hit points when drunk. At level 8 you can instead make 2 "Estus Flasks" that heals you and your allies for 2d4+(half fighter level rounded down) hit points when drunk. At 12th level you can instead create 1 "Estus Flask that heals you and your allies 4d4+(half fighter level rounded down) hit points when drunk. Whatever you decide, these flasks only last 1 day and and disappears during your next long rest. Also you may only use this ability once per long rest. Meaning if you decide to make the 4 weaker estus, you cannot make more until you have taken a long rest. You cannot make more at another short rest unless you have taken a long rest. If you make these during your long rest you cannot make more until you have taken another long rest. You are proficient in the Brewers Tool Kit

Estus is known as liquid fire, a spicy drink to keep you on your toes in the heat of battle. 

To make these estus flasks you will need a large emerald worth 100gp for each flask you wish to make. You have proficiency in Glassblowers Tools. You start out with 2 flasks. The ingredients to make these estus drinks can be bought at any alchemy shop or anywhere that sells herbs. 

1d4 estus' require 25gp worth of ingredients for each flask. A total of 100gp for the first 4 flasks.

2d4 estus' require 100gp worth of ingredients for each flask. A total of 200gp for the two second tier flasks.

And the 4d4 estus requires 300gp worth of ingredients to make this healing liquid. 

 

These estus drinks can not be sold for profit to merchants or other creatures as they lose their potency at the end of 24 hours. 

Dont get Greedy

You are able to take a moment to control your movements and know when to strike hard where it hurts. At 6th level you can forgo half of your extra attacks and gain advantage on the next attack roll you make on your next turn. When you do this you can dodge as a bonus action. If you use your action surge to take the attack action after you use this ability you can only use half of your extra attacks to continue attacking. For example. If you use this ability and you have 2 extra attacks, you can only attack once that turn. If you have 3 extra attacks then you can only attack twice that turn, even if you use your action surge to attack again, you can only attack twice during that attack action. 

Jolly Co-operation

Starting at level 10, you can bolster your allies and yourself into being more vigorous and have sharper senses. During a short rest you can rally your friends giving you and your allies 1d10 + your fighter level in temporary hit points. When you do so, your allies glow a dim gold or white light (your choice) which sheds dim light up a 5 foot radius around them. More so when your allies are standing within 15ft of you, they gain a bonus to their attack rolls equal to half your proficiency bonus. However when glowing, players have disadvantage on stealth checks as they glow, making them slightly more visible. This effect lasts until you either take another short rest or until someones thp is reduced to 0 ending the glow effect and bonus to attack rolls. 

Hollow

You are used to dying again and again and have become accustomed to it. Starting at 13th level when your hit points are reduced to 0 by any means you may instead drop to 1 hit point and gain a level of exhaustion. You may use this ability a number of times equal to your proficiency bonus which resets after you have taken a long rest.

Lord's Rite

**Soul of Cinder**
When you choose this option for the (blank) feature, you eminate a radiating warmth around you and can use this inner fire to aid you in your journey giving you resistance to fire and necrotic damage. When you are within 30ft of an open flame such as a lit torch, a fireplace, or candles, the flames grow brighter increasing their light radius by 20ft. Once per day as an action you can explode in radiant fire, becoming the soul of light. When you do so, radiant fire explodes out to a 30ft radius around you dealing 3d6 fire and 3d6 radiant damage to any enemy in that radius on a failed dexterity save dc equaling 8 + your constitution modifier + proficiency bonus. Creatures friendly to you in that radius however do not take damage and instead are healed by 3d6 + half your fighter level rounded down.
You can also deal an extra 1d6 fire and radiant damage with your melee weapon attacks.

"The Dark Soul"
When you choose this option for the (blank) feature, you emanate an impending darkness around you gaining resistance to cold and radiant damage. Open flames within 30ft of you dim reducing their light radius by 20ft. If this would decrease its light radius to 0 the flame is snuffed out completely. As an action you can snuff the light from within nearby enemies in a 30ft radius around yourself. When you do, bitter darkness seeps out of you, dealing 3d6 cold damage and 3d6 necrotic damage on a failed constitution save dc equalling 8 + constitution modifier + proficiency bonus. You also can deal 1d6 cold and necrotic damage with your melee weapon attacks.

Also when you use your Jolly Co-operation feature, your allies glow a dim red instead of white or gold, and can add half of your proficiency bonus to their damage rolls.

Soul of Cinder

You gain resistance to fire and necrotic damage

The Dark Soul

You gain resistance to cold and radiant damage.

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