Barbarian
Base Class: Barbarian

 A Dark Knight is a person who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the common folk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. 

  When an adventurer chooses the path of a Dark Knight, they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. Most of these Dark knights don Heavy Armor. Not so much to protect themselves, but to protect others.

Bonus Proficiency

You become proficient in the use of heavy armor. You also gain one of the following Fighting Styles of your choice.

Defense

Dueling

Great weapon Fighting

Protection

Two-Weapon Fighting

Defense

While wearing armor, you gain +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

My Own Path

  Beginning at level 3 when choosing to walk this path, The rage that accompanies most barbarians is replaced by a darker, more focused source of ferocity known as the DARKSIDE.

  Darkside functions in the same way regular rage would except for the rage damage instead now deals its damage as necrotic and there is no restriction for wearing Heavy Armor. Darkside does not have to end early if in a round you did not receive damage normally. Instead if a round ends where you took no damage, you may subtract a number of hit points equal to your base rage damage to maintain Darkside

  At any point while tapping into your Darkside, you may roll a number of d4s equal to your rage damage as given on the Barbarian column. Subtract the number from your current hit points to double the rage damage you would normally deal. This benefit lasts until your Darkside subsides.

Longest Night

  Starting at level 6, your resolve pushes you to bring further retribution down upon your foes.

  While tapping into your Darkside, it will take on a more physical appearance such as a light miasma of smoke. If you are unarmored, it seeps off your body and creates a 5 ft. radius of difficult terrain.

  While wearing Heavy Armor, the smoke seeps through the cracks of your armor as smokey tendrils. If you make a melee attack and it hits, you may instead of dealing damage have a tendril latch on to your opponent and reduce their movement to 0. This effect lasts until your next turn.

Abyssal Bulwark

 At level 10, as a reaction you may expend a hit die to gain resistance to damage from spells and similar effects till the end of your next turn. 

You may instead forgo the resistance to yourself and produce 2 large gaseous wings. These wings extend to 10 ft. to either side of yourself. Any creature directly inside or behind and in line within 20 ft. of the wings gains the resistance instead. (Behind the wings should be determined by where the aggressive spell/spell-like effect originated.)

Dark Magus

  At level 14, you have called into the darkness within, and it has answered back. Your attunement to your Darkside has grown so strong you are now able to perform spell-like feats of power.

  The following actions now become available to you. Only one action may be used per turn. 

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Action                                                                 Effect

Unleash                                                    Cast Arms of Hadar

Reprisal                                                    Cast Hellish Rebuke

Fight or Flight                                         Cast Compelled Duel

 A spell performed by this feature that has concentration does not require concentration. Instead, the spell's duration is reduced to a number of rounds equal to your Charisma modifier. Any spell that deals damage, deals it at its base level plus your Strength modifier.  These actions may be performed a number of times equal to your Charisma modifier. A long rest is required afterwards to reset them.

 If you are not wearing Heavy Armor when you attempt one of these actions, there is a chance for your Darkside to flare out of control and put possible others in danger. Roll a d8. On a result of 5 - 8, the desired action is performed. On a result of 1 - 4, any creature within a 10 ft. radius of you takes 1d12 necrotic damage.

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