Fighter
Base Class: Fighter

The Shadow Knight is a mysterious and agile warrior who harnesses the power of darkness to become a formidable combatant. They have honed their skills to manipulate shadows, allowing them to seemingly flow effortlessly through the darkness and strike with shadow-infused attacks. Through their connection with the demiplane of shadows they gain the ability to shroud themselves in shadowy armor, enhancing their defenses. As they advance, their mastery over darkness deepens, enabling them to blend into the shadows, evade attacks with ease, and unleash devastating waves of shadow energy upon their foes. The Shadow Knight embodies the enigmatic nature of the shadows, using their unique abilities to confound and overpower their adversaries with a lethal combination of speed, precision, and darkness.

Weapons of Shadow

After a long rest you can infuse a weapon of your choice in which you are proficient in with shadows. Your shadow weapon gains these benefits/drawbacks:

Your shadow weapon doesn't deal damage in sunlight, You deal an extra 1d6 necrotic damage on each hit with your shadow weapon (this damage increases to 2d6 at level 7, 2d8 at level 10 and 3d8 at level 18 ), It deals magical damage to overcome non-magical resistances and crits on a 19 and 20.

Spreading the Darkness

Whenever you hit a creature with an attack you can create a 30ft radius sphere of magical darkness centred on the creature you hit. You can have any number of creatures of your choice be able to see in that darkness. The darkness lasts 1 minute.

Flurry of Shadows

When you hit a creature with a critical hit you can have your shadow make an attack at the creature. It makes an unarmed strike at the creature, if it hits it counts as if you would hit that creature with an unarmed strike but you deal necrotic damage equal to your fighter level plus your proficiency bonus. You can use this a number of times equal to your proficiency bonus each short rest.

Dark Precision

You now deal critical hits on an 18 19 or 20 with your shadow weapon. When you get a critical hit you add your proficiency bonus to the damage you deal. wWeapons with the two handed property can use dexterity instead of strength when you roll for damage and roll to hit.

At the end of a short rest you can coat a set of armour with which you are proficient in in shadows, the armour provides disadvantage on stealth in the daylight as it bleeds the shadows through the air along the ground, you get a bonus to your AC equal to half your dexterity modifier rounded down when in darkness or dim light.

Stick Fight Blink Dagger

Whenever you hit an enemy in dim light or darkness with an attack you can teleport up to 30ft to the closest enemy and your next attack that turn gets advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/22/2023 11:40:08 AM
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