Fighter
Base Class: Fighter

A dark knight is a formidable and brooding warrior, shrouded in mystery and often walking the thin line between righteousness and darkness. Clad in heavy, imposing armor adorned with symbols of death or darkness, they exude an aura of intimidation on the battlefield. Their fighting style is brutal and efficient, wielding weapons with precision and strength to swiftly dispatch their foes. Emotionally scarred by their past or driven by a quest for vengeance, dark knights often harbor deep-seated pain, anger, or a sense of moral ambiguity. They may have forsaken the ideals of traditional chivalry in favor of a more ruthless approach to combat, willing to use any means necessary to achieve their goals. Despite their dark demeanor, dark knights are not necessarily evil; many are driven by a sense of justice, albeit one shaped by their own personal code or vendetta. They may seek to protect the innocent by striking fear into the hearts of evildoers or by serving as a grim reminder of the consequences of crossing their path.

Malignant Battlements

Your god has granted you abilities for your devout worship. You gain a new battlement at levels 5, 7, 10, 13, 15 and 18.

Abominable Thrust

As a bonus action you mark your opponent with a death sigil. Your next melee attack against that enemy thrusts you forward in a straight line towards your target within 30 feet.

Body Shot

As a bonus action you cast a sigil on two enemies. Once you make an attack on one the enemies it must make a strength saving throw or be thrown 30 feet in the direction of the other enemy. 

Hangman's Call

As a bonus action you cast a sigil on an enemy. On a successful melee attack, you deal double the amount of damage you roll for the attack. This sigil can be used twice per short rest.

Soul Tear

As a bonus action you cast a sigil on an enemy target. On a successful attack the sigil is broken and you heal for the damage you dealt plus your intelligence modifier.

Soul Tether

As an action you cast a sigil on two targets. Both targets must make an Intelligence save against your spell save dc or both are tethered When you damage one of the targets, the other takes the same amount of damage as the first. 

Soulburn

You've served your god well. You've been granted a bit more power as a reward. When you successfully trigger a Malignant Battlement, deal 1d4+INT fire and 1d4+INT necrotic damage  on the effected targets. Soulburn dice increase as you level up. At 11th level (2d4+INT fire and 2d4+INT necrotic), 15th level (3d4+INT fire and 3d4+INT necrotic), and 19th level (4d4+INT fire and 4d4+INT necrotic).

A Titan's Strenght

Your strength is immense. You can now duel wield two handed weapons. You can attack with both weapons during any attack, both strikes roll independently of each other.

Soul Seeker

Your perpetual internal conflict has made you an expert at reading people. You gain expertise in the Insight skill and can tell the alignment of any creature. You are also able to cast detect thoughts at will. 

This immense forethought also gives you the ability to cast the spells Scrying, Find the Path, and True Seeing with two casts per short rest. 

 

Sigil Supremacy

You've mastered your sigil magic. You can cast any two sigils  at the same time as an action.

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