Fighter
Base Class: Fighter

Umbral Knight

Be it through proximity with a litch, a cursed artifact, a dark order, or the worship of a god of death, your soul has been tainted. You are now a catalyst for dark energy which manifests itself through your tainted soul. Umbral Knights are often the champions of greater beings of corruption, but may also be the result of their own pursuits. Many a fighter has turned to the dark energies of the umbral Knight to achieve greater power. Attuning themselves to these dark energies, the umbral Knight dances with death more ferociously than most fighters. An umbral Knight will drain the life from their foes as well as use their own life for powerful dark arts. If these abilities are used carefully, an Umbral Knight may seem nigh immortal.

Save DC for Umbral Knight abilities: 8+ your wisdom modifier plus your proficiency bonus.

Bonus proficiencies: When you choose this archetype at 3rd level, you gain proficiency in wisdom saves, and learn the abyssal language.

Tainted: You are vulnerable to radiant damage.

Soul Drain: At 3rd level and an amount of times equal to your proficiency bonus per long rest, you may use your bonus action to coat your weapon in necrotic energy for one minute. That weapon becomes a magic weapon if it is not, and adds 1d4 necrotic damage to damage rolls. You restore hit points equal to the necrotic damage dealt by your weapon attacks. Regain one Soul drain use on a short rest. Add 1d4 to this effect at fighter levels 5, 7, 10, 15, and 18.

Soul Tithe: At 3rd level you can spend hit points equal to twice your level to do one of the following:

-Sweep a melee weapon in a wide circle, extending a soul-energy enlarged duplicate out from it that deals 1d4 x your proficiency bonus necrotic damage to enemies in a 20ft radius around you. This counts as using a weapon attack.

-As an action, heal another ally within 60ft for the amount of life lost.

-Create an aura of hatred in a 30ft radius around yourself for 6sec as a bonus action. Enemies that move into this field or start their turn in it must make a charisma save DC equal to 8+ your wisdom modifier and your proficiency bonus. On a failed save the enemy enters a state of hatred focused on you on their next turn, and will only attack you that turn unless unable.

-As a bonus action, sprout and swoop shadowy ethereal wings and jump 30 feet. The wings disappear the moment you’ve leapt.

Tainted Soul: At 7th level your soul’s corruption from dark energies has neared completion, those who can see the nature of souls may have trouble recognizing yours as one from the mortal plane. If you are unconscious on your turn, you may drain the life energy from an enemy near you. A hostile creature within 10ft of you must succeed a constitution check DC equal to 8+ your wisdom and proficiency bonus, or take 1 necrotic damage. You restore 1 hit point.

Dark forces: At 10th level, your dark energy manifests itself as a dark field when you’re damaged by metaphysical forces. You are resistant to cold, fire, lightning, necrotic, poison, psychic, and radiant damage.

Dark Sacrament: At 15th level and on a successful attack on a creature, you can siphon their life force. They make a constitution save. Deal damage and restore hit points equal to half your hit point total, but on a successful save, deal and restore half as much. You regain use of this ability once per long rest.

Dark Soul: At 18th level Your soul is no longer from your plane of existence, it is something unique. It radiates a darkness so pure that magical light may not pierce it. You are immune to radiant damage. You have full vision in complete and magical darkness. You may spend half of your remaining hit points to cast power word kill, the hit points required for it’s success is equal to your wisdom score times ten. You may cast power word kill once per long rest.

 

 

Tainted

You are vulnerable to radiant damage.

Soul Drain

At 3rd level and an amount of times equal to your proficiency bonus per long rest, you may use your bonus action to coat your weapon in necrotic energy for one minute. That weapon becomes a magic weapon if it is not, and adds 1d4 necrotic damage to damage rolls. You restore hit points equal to the necrotic damage dealt by your weapon attacks. Regain one Soul drain use on a short rest. Add 1d4 to this effect at fighter levels 5, 7, 10, 15, and 18. 

Soul Tithe

 At 3rd level you can spend hit points equal to twice your level to do one of the following:

-Sweep a melee weapon in a wide circle, extending a soul-energy enlarged duplicate out from it that deals 1d4 x your proficiency bonus necrotic damage to enemies in a 20ft radius around you. This counts as using a weapon attack.

-As an action, heal another ally within 60ft for the amount of life lost.

-Create an aura of hatred in a 30ft radius around yourself for 6sec as a bonus action. Enemies that move into this field or start their turn in it must make a charisma save DC equal to 8+ your wisdom modifier and your proficiency bonus. On a failed save the enemy enters a state of hatred focused on you on their next turn, and will only attack you that turn unless unable.

-As a bonus action, sprout and swoop shadowy ethereal wings and jump 30 feet. The wings disappear the moment you’ve leapt.

 

Tainted Soul

At 7 level your soul’s corruption from dark energies has neared completion, those who can see the nature of souls may have trouble recognizing yours as one from the mortal plane. If you are unconscious on your turn, you may drain the life energy from an enemy near you. A hostile creature within 10ft of you must succeed a constitution check DC equal to 8+ your wisdom and proficiency bonus, or take 1 necrotic damage. You restore 1 hit point.

Dark forces

At 10th level, your dark energy manifests itself as a dark field when you’re damaged by metaphysical forces. You are resistant to cold, fire, lightning, necrotic, poison, psychic, and radiant damage. This replaces the "tainted" feature. 

Dark Sacrament

 At 15th level and on a successful attack on a creature, you can siphon their life force. They make a constitution save. Deal damage and restore hit points equal to half your hit point total, but on a successful save, deal and restore half as much. You regain use of this ability once per long rest.

Dark Soul

At 18th level Your soul is no longer from your plane of existence, it is something unique. It radiates a darkness so pure that magical light may not pierce it. You are immune to radiant damage. You have full vision in complete and magical darkness. You may spend half of your remaining hit points to cast power word kill, the hit points required for it’s success is equal to your wisdom score times ten. You may cast power word kill once per long rest. 

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