Base Class: Fighter
Ebon Knights draw their power from the necrotic energy of the Negative Energy Plane. They train their mind, soul and body to attune to the dark plane, but this comes with a cost. These Ebon Knights often take on the burden of this darkness in service of a powerful ruler, or to accomplish deeply seated ambitions. The result is a terrifying force that often leaves mourning in it's wake.
Level 3: Dark Sword
Taking a melee weapon in hand, you may attune it to the darkness you manifest when you make an attack with it. The weapon adds +1 to attack rolls you make with it, and add your wisdom modifier in necrotic damage to a minimum of +1 damage to attacks made with it for 1 minute after activating dark sword. For the duration, you lose an amount hp equal to your level at the end of each of your turns, and If a creature within 5 feet of you dies, you regain 1d4 HP. You instead regain 1d8 HP at fighter level 10.
You can use the weapon-made Dark Sword as a spell casting focus.
You can deactivate the dark sword only at the start of your turn, or after 6 seconds of its activation when out of combat. If you are unconscious, the effect ends.
You can use this ability twice, recovering 1 use after a short rest and all uses after a long rest. At fighter level 7, you can use this ability 3 times after a long rest.
Level 3: Dark Soul
When you trained in these dark arts you used your soul as a bridge between planes to attune with the darkness of the Negative Energy Plane. This alteration of your soul has made it more outwardly consuming of the elements of other planes. You reduce all incoming lightning, fire, cold, poison, and necrotic damage by an amount equal to your fighter level.
Your connection to the nature of the soul is profound, you have advantage on insight checks, and learn 2 cleric cantrips of your choice. Wisdom is the spell casting ability for these cantrips. You can change one of these cantrips to another cleric cantrip once at the end of a long rest.
Level 7: Negative Energist
You can briefly, very very briefly, enter and leave the negative energy plane.
Abyss Walk
You choose a location within 30 feet of you of which you have knowledge, and using your bonus action, phase into the negative energy plane, and nearly instantly back out, in the plane you started, in the location chosen. You take necrotic damage equal to 1d8 when you do so. If you roll an 8, you are poisoned until the start of your next turn. If you are on the negative energy plane and use this ability, you phase to the material plane instead.
Additionally, You gain the ability to flood negative energy out in a wave of darkness using the magic action.
Dark Wave
In a 20ft cone in front of you, all creatures must make a wisdom saving throw with a DC equal to 8+ your proficiency bonus + wisdom modifier, taking 1d12 Necrotic damage times your proficiency bonus and becoming blinded and poisoned on a failed save, or only taking half the necrotic damage and being poisoned on a successful one. The conditions end at the end of your next turn.
For each creature who fails the save of dark Wave, your soul steals a bit of the energy for itself and you regain 1d12 hp.
You can use Dark Wave once, recovering the use after a short or long rest.
Level 10: Necromastery
Necrotic damage caused by your abilities or spells ignore resistance and immune creatures only have resistance to your necrotic damage.
When you are bloodied, add an additional +1 to hit while Dark Sword is active, and the save DC of Dark Wave is increased by +1.
An absence in the plane has whispered into your mind, and taught you another way of casting magic. You learn 1 wizard cantrip of your choosing, wisdom is the spellcasting modifier for this cantrip, and you can change it for another wizard cantrip after a long rest.
You can cast one cantrip in replacement of one of the attacks you make using the extra attack feature.
Level 15: Abyss Walk With Me
When you use the Abyss Walk ability of the Negative Energist feature, you can choose a point 20 feet further, and now, you can even remain in the Negative Energy Plane for up to 12 seconds, appearing in the location chosen at the end of those 12 seconds. You take 1d8 Necrotic damage for each 6 seconds you spend in the negative energy plane. You can leave the plane early at will.
Instead of +1 to attack rolls while Dark Sword is active, you add your Wisdom Modifier, you still gain the bloodied benefit of Necromastery.
Level 18: Black Blade
You add 1d6 Necrotic damage on each melee attack. Your Second Wind replenishes double the normal amount of HP while Dark Sword is active.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/28/2026 2:56:02 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
3/28/2026 3:02:56 PM
|
2
|
1
|
--
|
Coming Soon
|
Comments