Fighter
Base Class: Fighter

Within the deepest reaches of night, bound through blood to serve a vampire or demonic overlord, you linger in a realm of madness from which few ever return. The strength of your dark master pulsates through your veins and whether from a forbidden ritual or enthralling kiss, it empowers your resolve.

Though free from loathsome servitude, the haunting voice of your master forever beckons you to return.

Dread Knights learn to draw strength from the dark gifts bestowed upon them by the perverse beings who once bound them to service. It requires a deep inner resolve to wield these dark boons without succumbing to savagery.

Siphon Life

3rd–level Dread Knight feature

You can gain nourishment from the life essence of your victims. Once per turn, when you hit a creature with a melee weapon attack, you can expend a Siphon Life charge to attempt to suck the life from the creature.

The target must succeed on a Constitution saving throw (DC equals 8 + your Proficiency bonus + your Constitution modifier). Constructs and Undead creatures make their saving throws with advantage. On a failed save, the target takes (Proficiency bonus d8) necrotic damage. On a successful save, the target takes half damage.

In addition, you gain temporary hit points points equal to the necrotic damage taken by the target, as long as the target is not a Constructs or Undead creature.

You have a number of Siphon Life charges equal to you Proficiency bonus, and you regain all charges after you complete a short or long rest.

Dark One's Gifts

7th–level Dread Knight feature

You learn to draw upon the blood of your patron that still courses through your veins. When you complete a long rest, you can choose one of the following features to become active until your next long rest. Each time you complete a long rest, you can replace any gift you know with a different one.

Several of these dark gifts allow you to cast spells a select number of times per day. Whenever you use a dark gift to cast a spell, you do not require any material components and you regain all uses after you complete a long rest. Constitution is your spellcasting ability for these spells.

Saving Throws. Some of your gifts require your target to make a saving throw to resist the gift’s effects. The saving throw DC is calculated as follows:

Dark One's Gifts save DC equals 8 + your proficiency bonus + your Constitution modifier

You can pick an additional gift at 10th–level for a total of 2, at 15th–level for a total of 3, and at 18th–level for a total of 4.

Aberrant Climber

You gain a climbing speed equal to your walking speed and you can climb up, down, and across vertical surfaces and upside down along ceilings. However, this ability does not allow you to move this way on a slippery surface, such as one covered by ice or oil.

Agile Evasion

You can take the Dodge action as a bonus action. Also, while you are taking the Dodge action, if a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.

Blood Drinker

Whenever you deal damage with your Siphon Life ability, you deal extra necrotic damage equal to half your fighter level (rounded up).

Celerity

You can take the Dash action as a bonus action. Also, your walking speed increases by 5 feet.

Commanding Order

You can cast the Command spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Dark Sight

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Dark Strength

You have advantage on all Strength and Constitution saving throws and ability checks.

Deceitful

You can cast the Disguise Self spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Denial

You can cast the Shield spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Dreadful Curse

You can cast the Bane spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Elemental Denial

You can cast the Absorb Elements spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Evil Eye

You can cast the Detect Evil and Good spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Feral Leap

As a bonus action, you can make a long jump up to 20 feet or a high jump up to 10 feet, with or without a running start. The distance you jump does not count against your movement.

Freed Mind

You have advantage on saving throws against being charmed, frightened, and possessed.

Gaze of the Hunter

You can cast the Hunter’s Mark spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Grave Armor

You can cast the Mage Armor spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Illusionary Trickery

You can cast the Silent Image spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Mischievous

You can take the Help action as a bonus action. Also, when you use the Help action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Of The Depths

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Pack Leader

You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.

Reenforce Soul

You can cast the False Life spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Shadowed Blood

You have advantage on saving throws against poison and disease, and you have resistance to poison damage.

Silver Tongue

Whenever you roll a Charisma check, you can roll a d4 and add the number rolled to the Charisma check.

Stalker

You can take the Hide action as a bonus action. Also, you have advantage on all Dexterity (Stealth) checks while you are in dim light or darkness.

Summon Terror

You can cast the Cause Fear spell a number of times equal to your Proficiency bonus. You regain all uses after you complete a long rest.

Warding Death

10th–level Dread Knight feature

When you make a death saving throw and roll 18 or higher, you regain 1 hit point and are conscious. In addition, you have resistance to necrotic damage.

Among the Undying

15th–level Dread Knight feature

Undead have difficulty harming you. All undead creatures have disadvantage on attack rolls that target only you.

Also, you do not require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Legions of Undead

18th–level Dread Knight feature

You can use your unholy connection to the Shadowfell to bring undead under your control. As an action, you can choose one undead that you can see within 60 feet of you. That creature must succeed on a Charisma saving throw. If it succeeds, you cannot use this feature on it again. If it fails, it becomes friendly to you and obeys your commands for the next 24 hours.

The maximum number of undead you can have under your control at one time is equal to your Proficiency bonus. If you try to exceed your maximum, the oldest controlled undead immediately ends, and then the new undead is controlled.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Legions of Undead save DC equals 8 + your Proficiency bonus + your Constitution modifier

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