Fighter
Base Class: Fighter

In ancient times, there was a large family clan of fourteen brothers and sisters of a race called the wingles. They lived in peace and harmony with each other and nature. They all had many gifts of magic, but the eldest child, Hal, seemed to the others to have no specialty of his own, despite his power and skill. His quest, unbeknownst to his siblings, was to chart out the border of life and death. This was the magic he experimented with- in secret, until one of his works was found out. The discovery shocked the whole tribe and their families, and led to them splitting up. At their last meeting before the Great Dispersal, each of the fourteen was endowed with a mighty weapon to help protect their legacies. The weapon Hal received was a sword, which held some of the fearsome magic Hal used, as well as other enchantments. It was named Syuveil.

In the immediate aftermath of the Great Dispersal, Hal and his house were ostracized and cut off from the other wingles; even amongst them, there were many who openly condemned the dark magic of their patriarch. However, in time, the other wingles came to realize just how powerful Syuveil was, and began to negotiate for the aid of Hal's clan in times of war. This devolved into open contention for the control of Syuveil, which led to a war amongst the wingles and Hal himself returning from beyond the Material Plane to pluck Syuveil away from those that would abuse its power.

While the mighty sword of the wingles was gone, there still remained some who had studied its powers. They realized there was now room for the talents of their ancestor and began to apply his craft to their own bladework. Their mystic craft was focused in a very physical manner, using their weapons as the means of defining and severing the border to the beyond. Hal was a rare wingle with pure black wings, and due to their association with him, the emerging order of warriors became known as blackwings. The peak of deadliness in combat, blackwings became sought after mercenaries amongst the wingles, and eventually other races and kingdoms, as well; their fearlessness and unearthly resilience allowed them to face and defeat threats few others could.

Perhaps you may have found a lost manuscript of the Blackwings, or, you may have been training with them for years. Whatever the case, your interest in what lies beyond has now set you on a path fraught with darkness: your art is a deep wound in the history of a whole people, and shadowy forces aware of your potential and talents are never too far away.

Culling Strikes

Beginning when you choose this archetype at 3rd level, your initial training in the lore and mysticism of the order is sharpened into a defined technique, drilled relentlessly until you are capable of using it without conscious effort. You weapon attacks take on a grim aura, and deal bonus Necrotic damage. Whenever you hit with a melee weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown below.

Fighter Level---Damage Increase

  • 3rd: 1d4
  • 10th: 1d6
  • 16th: 1d8
  • 20th: 1d10

Hal's Ward

Starting at 7th level, you have learned how to turn the forces that hasten death in others into a bastion of defense against it for yourself. You have advantage on death saving throws. Also, once after a long rest when you are reduced to 0 HP or fewer, you can instead remain at 1 HP.

Gloom Cloaking

At 10th level, your experience and contact with necrotic energies has allowed to you raise up subtle but strong defenses against their effects. You're immune to being Frightened, and have Necrotic resistance.

Critical Wound

Starting at 15th level, the mystic insights of the order have revealed how to strike at the hidden parts of a foe, inflicting wounds that unravel them in the blink of an eye. When you score a critical hit, the target must make a Constitution saving throw(DC= 8+proficiency+Wisdom modifier). On a failure, it takes Wisdom modifier extra damage from all sources until the end of your next turn; on a success, it suffers a normal critical hit.

Harrowing Strike

At 18th level, you have finally put together all of your training, combining the lore and swordplay of the order into the infamous Harrowing Strike, said to be almost as lethal as the strikes of instant death inflicted by the ancient sword Syuveil. You learn the Harrowing Strike Technique. As an action, you use your weapon to force a creature in range of it to make a Constitution saving throw: on a failure, the creature takes 10d10 Necrotic damage and falls prone and is unconscious for a round, and for the next minute its Constitution score is reduced by 8+Proficiency+Wisdom modifier(to a minimum of 0), and it cannot regain hit points or recharge powers; on a success this attack deals half damage but has no other effects.

This attack ignores any resistance or immunity to Necrotic damage and to magical and non-magical weapon attacks and spells. A creature that fails to save against this attack cannot be affected by it more than once every 24 hours.

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