Base Class: Fighter
A Rot Knight embodies the grim cycle of life resisting death and the inevitable but natural decay that awaits all things. Often misunderstood and even hated, these warriors seek to maintain the balance of life and death. Rot Knights are taught how to manipulate and control the power of decomposition, the process by which organic substances are broken down into simpler forms of matter, via an eldritch force known as The Black. They can increase or decrease the rate of rotting or stop, prevent or even reverse the effect.
"In the end, all are subject to decay and when fate demands it, even kings and gods must obey."
-Zola Lavoisier, Order of Decay
Initiate Decay Arts
3rd-level Rot Knight feature
The forces of The Black swirl inside you, changing your blood and breath into a toxin. This toxin allows you to utilize Decay Arts which are detailed below. To perform these Arts, you expend a Blackened Glyph, a symbol of the Black's power. You have a number of Glyphs equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
The list of possible Decay Arts is as follows:
Rotting Breath. You can spew forth poisonous smog. Once on each of your turns, instead of an attack, you can release an airborne contagion. All enemies within a 10-foot radius sphere centered on a point within 30 feet of you must succeed on a Constitution saving throw or take 2d8 necrotic damage at the start of their next turn for a number of rounds equal to your Wisdom modifier. Additionally, they have a disadvantage on Constitution saving throws until the end of your next turn.
Fetid Land. Make a ranged spell attack (1d20 + Wisdom modifier) on a creature within 30 feet of you. On a hit, the target takes 1d8 necrotic damage from bursting spores in their space and it can't regain hit points until the start of your next turn. If the target is undead, it also has a disadvantage on attack rolls against you until the end of your next turn.
Metabolize. Make a weapon attack on a creature within 5 feet of you. On a successful hit, the target's flesh withers as you absorb nutrients from their body. You regain hit points equal to 3d6 + your Wisdom modifier
Bloody Molt
7th-level Rot Knight feature
Utilize your poison blood to fool your enemies. You may use this ability a number of times equal to your proficiency bonus.
You create an image of yourself in your space. On your next turn, the image uses its action to Dash towards a location of your choosing. The image's AC is 10 and its Speed is the same as yours. The image can incur attacks of opportunity. However, attacking the image causes the assailant to make a Constitution saving throw. If successful, the image explodes, covering the attacker in blinding blood, incurring the Blinded status effect until their next turn. On a failure, the image explodes, covering the attacker in damaging blood, incurring the Blinded status effect until their next turn and receiving 2d8 + your Wisdom modifier necrotic damage.
Only 1 Bloody Molt may be active at a time. Creating another Bloody Molt will detonate the current Molt.
Journeyman Decay Arts
10th-level Rot Knight feature
You have studied the power of The Black and have unlocked more Decay Arts, which are detailed below, as a Journeyman Rot Knight To perform one of these Arts, you expend a Blackened Glyph, a symbol of the Black's power. You have a number of Glyphs equal to your Wisdom modifier (a minimum of once), and you regain all expended Glyphs when you finish a long rest.
The list of possible Decay Arts is as follows:
Bloat Bomb. Target a creature within 30 feet of you that you can see. The creature begins to bloat and swells with putrefying gases, if the creature makes any action before the start of your next turn, they release the gas. Any creature within 5 feet of the affected creature (including the target must make a DC 15 Dexterity saving throw. On a failed save, the creature receives 2d8 + your Wisdom modifier worth of necrotic damage and 1d4 acid damage. On a successful save, the creature receives no damage but incurs the poisoned status effect.
Sentinel Fungus. You spread your blood onto a 5-foot patch of ground in front of you, sprouting a mushroom. The area occupied by the mushroom is considered difficult terrain. If the mushroom (AC: 6, HP: 1) is destroyed, then it releases a 15-foot sphere of gas. If a creature is caught in the gas, it must make a DC 15 Constitution saving throw. On a successful throw, the creature takes half of the possible damage. On a failed throw, the creature takes 2d8 necrotic damage and 1d4 acid damage.
Putrescence. You spew a torrent of decaying enzymes from your mouth in a 15-foot cone. Any creature caught in the area of effect must make a DC 15 Dexterity saving throw or become poisoned until the end of its next turn.
Eldritch Blood Transfusion
15th-level Rot Knight feature
The powerful magic of The Black has truly taken hold of you, imbuing you with a protective miasma that can redirect misfortune.
If you are suffering from any status condition that lasts for more than one round, you can instead force another creature within 60 feet of you to make a Wisdom saving throw or take 3d8 necrotic damage and have the status condition transferred to them for the initial duration. The DC for this saving throw is the same as the DC of the initial spell or ability.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Additionally, you gain a +2 bonus to your initiative
Master Decay Arts
18th-level Rot Knight feature
These Decay Arts are the zenith of a Rot Knight's ability, truly demonstrating the power of The Black.
Once you use one of these Arts, you must finish a long rest before you can use this feature again.
True Decay. Target a creature, object, creation of a magical force, or summon with 40 feet. The target must make a DC 18 Constitution saving throw. On a failed save, the target takes 8d8 + 20 + your Wisdom modifier necrotic damage. If this damage reduces the target to 0 hit points, they are disintegrated and may only be restored by a Ressurection or Wish spell.
Symbiotic Aura. For 1 minute, you activate the spores and decay in your body to create a coating that grants you and those within 30 feet of you the following enhanced abilities
- Attacks made by you or allies deal an extra 2d8 necrotic damage
- Whenever an antagonistic creature starts or ends its turn within 5 feet of you or an ally, it must make a DC 18 Wisdom saving throw or incur the Petrified status condition for the remaining duration of the Aura's effects.
Graveyard Feast. Choose a creature you can see within 30 feet. The creature must succeed on a DC 18 Dexterity saving throw or become infested with 1d10 Rot Grubs. At the start of each of the affected creature's turns, they take 1d6 piercing damage and 1d4 necrotic damage per Rot Grub infesting them. These Grubs continue feeding until the target is affected by a spell or ability that cures disease or their hit points hit 0.
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