Fighter
Base Class: Fighter

"I will reshape this world as it was meant to be.
I will crush any opposition. I will rule.
That, is what a king must do."


A Thirst for Power

Though most have been inspired by the tales of that legendary hero who wielded the sword of evil’s bane, who gave their all to battle the forces of evil, some others just can’t help but to be captivated by the sheer power of that who they call the “Demon King”. A cunning and malicious being which cared for nothing more than to rule the kingdom of Hyrule by any means necessary, to shroud the world in darkness, but most importantly, rid the lands of that insufferable light of hope… Is that really who you admire? After all, the path of achieving power beyond imagination may be something no one should strive for, if they want to keep themselves safe from being corrupted by hatred.


 

Gloom DC

3rd Level Power-Hungry Demon feature
Your Gloom DC equals 8 + Your CON Mod + Your Proficiency Bonus.

Demonic Arsenal

3rd Level Power-Hungry Demon feature
Through your studies of the Demon King you have come across the power of Gloom, though this mysterious power still remains greatly unknown for you it can still aid you in battle through the use of “Gloom Weapons”; Gloom Weapons are directly materialized from your connection to the Gloom and your physical might, instead of using your STR or DEX modifiers for Gloom Weapons you may choose to use your CON modifier.

When gaining this feature choose two of the following weapons to be made into your Gloom weapons, they take any form the wielder wishes, you may add another Gloom weapon when reaching 7th and 15th level respectively.

You can switch between your prepared weapons during your turn as a Bonus Action. If any Gloom Weapon ever gets more than a 100 ft away from you it will disappear, you may also use your Bonus Action to make any Gloom Weapon reappear back into your hands.

Great Weapon

Deals 2d6 Slashing/Piercing/Bludgeoning Damage (Chosen when adding the weapon). Heavy, Two-handed. While wielding this weapon you can replace one of your attacks with a stomp on the ground once a turn, when doing so anyone within 15 ft from you must make a DEX Saving Throw against your Gloom DC being dealt 1d8 damage and knocked prone on a failure, or only half as much damage on a success.
At 7th level this attack deals extra damage equal to your Gloom Die (Regardless of failing or succeeding the saving throw) once every turn.

Long Weapon

Deals 1d10 Slashing/Piercing/Bludgeoning Damage (Chosen when adding the weapon). Reach. While wielding this weapon you can replace one of your attacks with a quick thrust that lets you move up to 20 ft in a straight line, any creature caught in between those 20 ft must make a DEX saving throw against your Gloom DC being dealt 1d8 damage on a failed save or half as much on a successful one; the movement you take during this action does not provoke opportunity attacks. 
At 7th level this attack deals extra necrotic damage equal to a roll of your Gloom Die (Regardless of failing or succeeding the saving throw) once every turn.

Ranged Weapon

Deals 1d8 Slashing/Piercing/Bludgeoning Damage (Chosen when adding the weapon). Ranged. While wielding this weapon you may replace one of your attacks with two flames of dark that track down your enemies, you must make an individual attack roll for each (As if it were an attack with your weapon) dealing 1d4 necrotic damage on a hit and forcing the targets to make a CON Saving Throw against your Gloom DC, being pushed up to 10 ft in any direction on a failure.
At 7th level these weapon’s attacks deal extra necrotic damage equal to your Gloom Die once every turn.

Versatile Weapon

Deals 1d8 (1d10 Two-handed) Slashing/Piercing/Bludgeoning Damage (Chosen when adding the weapon). Versatile. While wielding this weapon and being targeted by an attack you can use your reaction to impose disadvantage on said attack, if the attack fails you can retaliate with an attack of your own which will always be a critical hit.
At 7th level this attack deals extra necrotic damage equal to a roll of your Gloom Die once every turn.

Gloom Die

7th Level Power-Hungry Demon feature
Through your extensive studies on the Demon King’s power you have learned to channel the power of Gloom through your weapons, when gaining this feature you gain the
Gloom Die, this die is rolled whenever you make an attack with a Gloom weapon (As detailed on the Demonic Arsenal feature) and you may be asked to roll it on further features and abilities. Your Gloom die starts as a 1d6, then a 1d8 at 12th level, and finally 1d10 at 17th level.

Demon of Decay

7th Level Power-Hungry Demon feature
Through your constant channeling of the powers of Gloom you have become afflicted with a Gloom-borne sickness that seems to only grow stronger, due to this you may suffer different changes in appearance, your skin may have began to change color as if it were rotting away, your eyes might have changed to reflect the color of Gloom, your voice may have turned old and grungy, whatever the effect on appearance has been on you  in terms of your power, well, it has only grown stronger. And isn’t that what you want?

  • You gain resistance to necrotic damage.
  • Walking on Gloom or Malice doesn’t count as difficult terrain, you also can’t be damaged by either of these terrains.
  • As part of your Action Surge you may choose a creature you can see and force it to make a CON saving throw against your Gloom DC, being afflicted with a Gloom-borne disease for a minute on a failure. While afflicted by this condition they become vulnerable to necrotic damage (Or neutral if they were resistant to necrotic damage) dealt by Gloom sources (Such as the extra necrotic damage dealt by your gloom weapons). The target may reroll their save as an action on their turn, ending the condition on a success.
  • Your Gloom weapons deal extra necrotic damage equal to your Gloom Die once a turn.

Gloom Burst

10th Level Power-Hungry Demon feature
You have learned how to channel the devastating power of Gloom into an explosion of decay which weakens your enemies, making them surrender to your unmatched power. When using your Second Wind feature any enemy in a 20 ft radius from you must roll a CON Saving Throw against your Gloom DC, on a failure they are dealt necrotic damage equal to a roll of your Gloom Dice + Your level and you can choose one of the following effects for each of them:

  • They are pushed up to 30 ft away from you, dealing fall damage if they hit a solid object while being pushed (Such as a wall or ceiling).
  • You unleash a stream of Gloom down upon your target, severely weakening their combat capabilities. For 1 minute you gain advantage on attack rolls against the target and the target gains disadvantage on DEX, STR, and CON saving throws made for any other purpose than to combat the Gloom, as an action in their turn the target can repeat the saving throw, ending the effect on a success.
  • You trap the target in a web of Gloom that restrains them in place while also seething into their very soul at each passing moment. For 1 minute the target is restrained, when failing the first saving throw, as well as when starting their turn still restrained by the Gloom, they are dealt necrotic damage equal to a roll of your Gloom Dice. As an action in their turn the target can repeat the saving throw, ending the effect on a success.

Demonic Vigor

15th Level Power-Hungry Demon feature
You gain an extra charge of your Second Wind feature after finishing a short or long rest, additionally you can expend both of these charges to give the targets of your Gloom Burst feature disadvantage on their saving throws, if any of them would have had disadvantage before taking this into account they fail automatically.

 

A King's Revival

18th Level Power-Hungry Demon feature
After sleepless nights and fierceful battles trying to rediscover the lost power of Gloom… You have finally done it… And through you now courses the power that once nearly destroyed the land of Hyrule, during the ancient imprisoning war. The power of the Demon King, Ganondorf.

But… Will you truly be able to harness such a terrible power…? Or will you die trying, much like all the others before you.

As a Bonus Action on your turn, or a reaction after being dropped to 0 Hit Points, you may choose to unleash the true power of Gloom. When doing so your appearance changes to reflect that of the Demon King’s, with a long and glowing, blood-stained mane flowing from your head, large scars of pure Gloom covering and infecting your body, eyes as dark as a void, and power beyond anyone’s comprehension. This form lasts for only a minute (10 turns), after which you’ll power down to your normal form, unconscious and gaining 3 levels of exhaustion. After this effect ends you must roll a 1d4, the result of which totals the number of days you must wait until being able to use this feature again. While in this form you gain the following benefits:

  • After transforming you gain the effects of taking a long rest and reduce your exhaustion to 0 until the transformation ends.
  • Any attack made by you adds extra necrotic damage equal to a roll of your Gloom Die.
  • You gain immunity to necrotic damage and resistance to all other types of damage, except radiant, to which you are weak to.
  • Any saving throw made against your Gloom DC is made with disadvantage, if it would have been made with disadvantage before taking this into account it fails automatically.
  • You gain a gloom aura that inflicts necrotic damage equal to two rolls of your Gloom Die to any creature that starts its turn within 5 ft of you or comes into your range on their turn.
  • You can make an extra attack each time you take the attack action.
Power-Hungry Demon (TOTK Ganondorf Subclass) Image

Comments

Posts Quoted:
Reply
Clear All Quotes