Fighter
Base Class: Fighter

The nephilim is an accursed warrior of darkness, doomed to walk the world shrouded in shadows. Writhing in pain as they walk the world, spreading their vile curse in anyone who dares to walk behind them. But even amidst the darkness, the hope remains to uncover a hidden, beautiful light to save them from their misery

Level 3: Cloak of Shadows

Starting at 3rd level, you manifest a mantle of darkness that covers your body called a cloak of shadows. You always wear your cloak of shadows, as if it were a part of your body, but it disappears while you are incapacitated, or if you suppress it (no action required).

Your cloak of shadows grants you advantage in Intimidation and Stealth checks.

Level 3: Vile Predator

 

Also at 3rd level, while you wear your cloak of shadows, every creature that begins or ends its turn within 10 feet of you, must succeed on a Constitution saving throw against a DC of 8 + your Proficiency modifier + your Constitution modifier or become infected with the vile curse until the end of its next turn.

An infected creature has disadvantage in ability checks and takes an additional 1d6 necrotic damage from your attacks.

Level 7: Horns of Terror

Starting at 7th level, once per turn when you attack a creature infected by the Vile Curse, you gain one Frenzy die. Frenzy dice are d8, and you can spend them when you make an attack to roll and add the result to the damage rolls.

If you accumulate 5 Frenzy dice, you grow dark-violet horns and go into a Frenzied state.

For 1 minute, until you are incapacitated, or until you have no more frenzy dice, you can’t earn any more dice, but you enter a Frenzied state.

While in frenzied state, every creature within 30 feet of you automatically becomes infected for its duration, the additional damage of attacking infected creatures increases to a d8, and you can use a bonus action to attack with your cloak as a natural weapon which deals 1d10 slashing damage and has the Reach and Finesse properties.

After the Frenzied state ends, you lose all unspent Frenzy dice.

Level 10: Deepend Curse

Starting at 10th level, the stigma of the vile predator deepens, leaving no trace of light behind.

While a creature is infected by your vile curse, it cannot regain hit points, and gains vulnerability to necrotic damage.

When you attack an infected creature and deal necrotic damage to it, you also recover hit points equal to half the necrotic damage dealt.

Level 15: Light Beneath the Curse

Starting at 15th level, you begin to show signs of a deep light that shines even within the terrible darkness of the curse.

Every time you take damage while in frenzied state, the creature that damaged you takes 3d6 necrotic damage.

Level 18: Heaven’s Weal

Your cloak of shadows becomes a cloak of radiance, losing its bonus to stealth checks and shedding bright sunlight in a 30 feet radius. A creature becomes infected by the vile curse whenever it starts or ends its turn within the cloak's radiance.

 

You also gain resistance to both necrotic and radiant damage, as well as immunity to the poisoned and frightened condition.

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