Fighter
Base Class: Fighter

Commanded by the immense power of secretive vestiges and primeval shadows. Darkness dances in the corner of your eyes as your flesh writhes with shadows just under the skin. Darkness beckons, and you heed it's call.

Dark Form

3rd-level Shade Knight feature

A deep darkness writhes through your blood and flesh, and it beckons for blood by your hand. You gain a Shade dice, which may be used for various features.

Shade dice are expended for special abilities. You have a number of Shade dice equal to your proficiency bonus, and restore all expended Shade dice after a long rest.

When you reach certain levels in this class, the size of your Shade dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Shade dice, and may be used as a bonus action on your turn.

Darkness Whip. Your hand morphs into a dark tendril. It has 10 feet of reach and deals one Shade dice + your wisdom modifier necrotic damage on hit. This lasts for 1 minute and expends 1 Shade dice.

Void Cacoon. Your body is wrapped in shadows, allowing more rapid healing. You are incapacitated for 1 minute, with a +10 to your armor class. At the start of your turn, you may expend a hit dice to restore your hit points. As a action on your turn, you may exit the cacoon, appearing within 5 feet of it. Until the start of your next turn, your walking speed is reduced by 10 feet. This expends 2 Shade dice.

Shadow Jump. You transform into a shade and leap to another location. Roll a shade dice. You move 5 x the rolled number feet in any direction. You have immunity to all damage types except radiant, which you are vulnerable to. You cannot move after Shadow Jumping. This expends 1 Shade dice.

Enhanced Shades

7th-level Shade Knight feature

You have grown in power and learned how best to use your dark abilities. Any saving throws mentioned below have a DC of 8 + your proficiency bonus + your wisdom modifier.

  • You may scar the mind with your Darkness whip. Once per turn, you may deal extra psychic damage equal to your wisdom modifier on hit. The hit creature must then make a wisdom saving throw DC, becoming frightened of you until the start of your next turn on a failure.
  • You may let out a pulse of shade as you exit the Void Cacoon. Every creature within a 10 feet radius of the cacoon must make a dexterity saving throw DC taking necrotic damage equal to your fighter level on a failure.
  • The distance you can travel with Shadow Jump increases. You add your wisdom modifier to the rolled number.

Shadow Puppet

10th-level Shade Knight feature

You can manipulate the shadows around you, granting yourself impressive abilities. Once per turn, if you have a free hand, as an action, you may puppeteer a shadow of a creature within 20 feet that you can see. That creature must make a wisdom saving throw against your Shade dice DC. On a failure, you may force that creature to either move, use an action, or use a bonus action. You may only force the creature to attack once. On a successful saving throw, the target creature takes 2d8 necrotic damage.

You may use this feature once per long rest.

Presence of Void

15th-level Shade Knight feature

Your powers over darkness and shadows have only grown stronger. You may as a reaction, attack any creature that is standing in darkness within 60 feet of you, making a melee weapon attack against them, and dealing an additional 2d10 necrotic damage on hit. As an action, you may extinguish any non-magical sources light within a 60 feet radius of you.

You may use this feature once per short or long rest.

 

Touch of Death

18th-level Shade Knight feature

Your hands have become vessels for your inner darkness. You may touch a creature, and cause it to perish. You touch a creature within melee range. That creature must make a constitution saving throw, DC 10 + your proficiency bonus + your wisdom modifier. On a failure, if that creature has 100 hit points or fewer, it dies. Otherwise it takes 10d10 necrotic damage. A creature that makes the saving throw takes 3d10 necrotic damage.

You may use this feature once per long rest.

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