Fighter
Base Class: Fighter

You gain benefits for working or attacking in the dark, you gain additional bonuses for knocking creatures unconcious.

Creature of the Night

Beginning when you choose this archetype at 3rd level you gain benefits as well as some magic. You no longer have disadvantage on stealth rolls while wearing armor unless in direct sunlight. Additionally you may expend an action to cast either Darkness, Darkvision, or Blindness/Deafness, you must expend a hit die to do so however you do not require material or verbal components. If cast in this way you can also see through the magical darkness, Constitution is your casting ability for these spells. Finally, if you are hidden from your target you may add an additional 1d6 to the damage roll of each attack you make against that target.

Vampiric Delight

Starting at 7th level, if it is nighttime or within magical darkness you created you may use a bonus action after killing an enemy to ingest their blood. If you do so roll a d20 and add the challenge rating of the creature (if unknown use half your level rounded up) if the total is greater than 16 you regain 1 hit die. There are no limits to how many times you can use this feature, however doing so more than twice in a day causes your eyes to turn a bright red until after you have completed two long rests.

Dark Affinity

At 10th level, you gain immunity to necrotic damage. Additionally if surrounded by darkness as if created by the darkness spell or at night when it is not a full moon you may use a bonus action to teleport to a point you can see within 120 ft that is similarly surrounded by darkness. If there is a creature in the space which you would like to travel you instead appear in the nearest unoccupied space, if when this happens you may expend two hit dice to deal 5d10 (increases to 8d10 at 20th level) necrotic damage to the target, if they die as a result they explode and you regain one hit die. You may only expend hit dice for this feature once between short rests.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Master of the Night

Starting at 15th level, when you kill something you may use your bonus action and expend two hit dice to resurrect them as your slave. The creature comes back with half its max health (rounded down) and an intelligence stat of 0. Using your bonus action on your turn you can direct it to act (move and action at most) otherwise it does nothing. It cannot be healed and is completely destroyed at the end of a long rest unless you expend 4 hit dice (counts toward all resurrect creatures). You can have a number of resurrected creatures at any given time equal to your constitution modifier, exceeding this amount causes the one with the lowest health to be destroyed permanently and can only be brought back with true resurrection or similar high-power magic.

Fear the Dark

At 18th level, when surrounded by darkness if you drop below 50% health you may forgo one of your attacks during your turn to expend up to 5 hit dice, doing so allows you to heal 1 hp per hit die for each damage dealt that turn. For example if you expend 3 hit dice and deal 25 damage you regain 75 hp. The amount healed cannot exceed your max hit points. This feature can be used once between long rests.

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