Base Class: Fighter
Honor-bound warriors who use dark magic to supplement martial skill.
Shadow Knight Abilities
Beginning when you choose this archetype at 3rd level, you may pick 2 shadow knight abilities from the list. These are special actions that cost energy points to use. You have a maximum number of points equal to your proficiency bonus. You regain all points when you finish a long rest.
You can pick an additional ability at 7th, and 15th level.
Challenge
You can spend 2 energy points to perform this action. Choose one creature you can see that is capable of making an attack against you on its next turn. That creature has disadvantage when attacking any creature other than you. You may add your charisma modifier to your hit rolls against the target. If the target makes a successful attack action against you or 10 minutes pass, the effect ends.
Dark Protection
You can spend 3 energy points to perform this action. Create a pool of 4d6 + CHA temporary hit points. You can allocate these among among all friendly creatures within 15 feet of you. All temporary hit points gained by this ability are lost after 10 turns (1 minute).
At 7th and 15th level your hit point pool increases to 8d6 + CHA and 12d6 + CHA respectively.
Dark Weapon
You can spend 1 energy point to perform this action. You imbue one of your weapons with dark energy. The next time you hit a target with that weapon the attack deals an additional d8 + CHA necrotic damage. If you do not hit any target for 2 turns (15 seconds) you take d8 + CHA necrotic damage.
Roll an additional d8 every time you use this ability when you reach 7th and 15th level.
Energy Wave
You can spend 2 energy points to perform this action. You fire a wave that travels in a straight line in front of you. The wave is 10ft wide and travels for 30ft. Creatures hit by the wave take 4d6 + CHA slashing damage, reducing the number of d6s rolled for each previous hit. If two creatures are hit simultaneously, they take the same amount of damage, but reduce the number of d6s by 2. When there are no dice left, the wave stops.
At 7th and 15th level increase the starting damage by 8d6 + CHA and 12d6 + CHA respectively.
Code of Conduct
Beginning when you choose this archetype at 3rd level, you may pick rules for your personal code from the list (up to 9). Add 1 your energy point maximum for each milestone you reach: 2 rules, 4 rules, 7 rules, 9 rules.
Consciously breaking your code reduces your energy point maximum to 1 until you make peace with your god. You can force a communication with your god by performing a ritual that takes one hour. Talk to them to make peace and add or remove rules.
Always Accept a Foe's Surrender
Always Accept a Foe's Surrender
Always Accept an Issued Challenge
Always Accept an Issued Challenge
Always Fight Fairly
Always Fight Fairly
Always Help Those in Need
Always Help Those in Need
Always Tell the Truth
Always Tell the Truth
Never Accept Undue Aid in Battle
Never Accept Undue Aid in Battle
Never Kill Through Indirect Means
Never Kill Through Indirect Means
Never Resort to Trickery
Never Resort to Trickery
Never Strike an Unaware Foe
Never Strike an Unaware Foe
Unholy Resilience
Starting at 7th level, you gain proficiency in all saving throws.
Your shadow knight abilities are improved and you may pick an additional one.
Regeneration
Starting at 10th level, you regain half of your maximum energy points (rounding down) whenever you take a short rest.
See You In Hell
Starting at 15th level, when you are knocked unconscious you may continue to fight. You still make death saves at the start of your turn, but are treated as fully able. Any damage you take becomes one failed death save.
Your shadow knight abilities are improved and you may pick an additional one.
Mastery of Shadows
At 18th level you gain an additional number of maximum energy points equal to your charisma modifier.
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