Fighter
Base Class: Fighter

Shadow Veil

At 3rd level, you can channel the flow of your body to move from one area to another in a veil of shadows almost like moving between worlds. When moving, you become invisible, mimicking teleportation, opportunity attacks made against you are made at disadvantage, and when moving into the melee range of a creature for the first time in combat you gain advantage on all attacks that turn. at 10th level, you do not provoke opportunity attacks (this feature does not give the benefits granted by the invisible condition, only the ones stated in the feature).  

Shadow Cloak

At 3rd level, you can channel the flow of your body to move from one area to another in a veil of shadows almost like moving between worlds. When moving, you become invisible, mimicking teleportation, opportunity attacks made against you are made at disadvantage, and when moving into the melee range of a creature for the first time in combat you gain advantage on all attacks that turn. at 10th level, you do not provoke opportunity attacks (this feature does not give the benefits granted by the invisible condition, only the ones stated in the feature).  You also gain one first level spell from the wizard class. The stat for casting is intelligence.  

Shadow Weapon

At 3rd level, you gain the ability to imbue your powers into a weapon of your choice, filling it with necrotic energy. You perform this ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. the weapon deals an additional 1d4 necrotic damage on every attack done with advantage. this damage increases to 1d6 at 7th level, 1d8 at level 10, and 1d10 at level 13 and 1d12 at level 16.

 

Additionally, when dealing maximum damage on the necrotic damage of your weapon attack, you regain an equal amount hit points.

 

Dead Hands

At 7th level, your dark energies can be channeled out of your body through your hands and give or drain the life force of those arounds you. as an action, you can touch one creature you can see and you can either take away 2d10 hit points from the creature the damage being necrotic, and give those hit points to another creature by touching them as a bonus action, or alternatively, you can take away an amount of your choice from your own hit points and give it to a creature you can see as a bonus action. When using this feature on an unwilling creature, the creature must make a constitution saving throw to resist it, (the DC being 8 + your constitution modifier + your proficiency bonus). the amount of hit points drained increases to 3d10 at level 11. This feature does not grant hit points beyond a creature's maximum hit points.

You can use this feature an amount of times equal to your constitution modifier (minimum of 1), regaining all expended uses on a long rest.

Shadow Body

At 10th level, you learn to create a dark duplicate of yourself that you can control. as an action, you can create a second body made out of darkness and shadows in an area you can see within 30 feet of you, that you can control as a bonus action on your turn, this duplicate has the same movement speed and armor class as you, and has 5 hit points, when controlling it you can make it do one of the following actions:

  • When you use your Dead Hands feature, you can use your shadow to deliver it as if you were in it's place, if your shadow uses this feature to deal damage, you can then give those hit points to a creature you can touch.
  • Make 1 attack using your attack modifier that deals 1d6 necrotic damage.
  • Self-destruct, creating a 15 ft radius of magical darkness where it disappeared that you can see through, this darkness lasts for 5 rounds.

You can only have 1 shadow duplicate out at a time.

You can only use this feature a number of times equal to half your proficiency bonus rounded down, regaining all expended uses on a long rest.

Umbral body

At 15th level, you gain the ability to focus all of your dark power on charging your body with energy. As an action, shadow surround your body as your form gives an aura of death and darkness, giving you the following benefits for 1 minute.

  • Your Dead Hands feature drains 4d10 hit points.
  • You can create two duplicates from your Shadow Body feature at the same time, and you can control both with the same bonus action.
  • Your Dark Weapon deals an additional 1d4 necrotic damage on every attack, along with the additional damage given on attacks with advantage.
  • Your shadow veil also affects any allies within 15 feet of you.

You can use this feature once per long rest

 

Night's arms

At 18th level, the energy you channel into your dark weapon grows substantially. Your attacks with your dark weapon become critical attacks on a 19 or 20, additionally, when dealing necrotic damage with your dark weapon, you can cause that damage to effect another creature of your choice within 10 feet of your target as well.

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2023 7:17:25 PM
3
2
5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes