Base Class: Fighter
Long lost ancient magic has awakened inside you. ShadowBlades are very rare, and no one knows where their power comes from. Even the most powerful of being fear the ancient magic that now inhabits you. ShadowBlades are front line fighters who destroy their enemies with overwhelming attacks, superior stamina, and superior defenses
Shadow Magic
Beginning at 3rd Level, you are able to amplify the weapon you are using. The weapon inflicts Xd4 of bonus necrotic damage where X equals one-quarter your fighter level (rounded down minimum of 1, damage increases at level 4 to d6, level 8 to d8, level 12 to d10, level 16 to d12, and level 20 the damage changes to xd6 where x is half your fighter level). A ShadowBlade must spend one hour to bond in ritual to the weapon in order to empower it. A ShadowBlade may only have two such weapon at a time. If the ShadowBlade bonds with more than two weapons, then the first bond made is lost. These weapons counts as magical for overcoming immunity/resistance. They can be dropped or set down, but cannot be lost or permanently destroyed for any reason. Should they go more than 30 feet from your person, they will appear back in your hands unless taken to another plane. If it manages to be destroyed, they will reappear in your hands after a Short Rest. Your weapons gains the additional following properties at the following later levels:
- Starting at 5th Level: ShadowBlade gains +1 to attack and damage rolls. This has no effect if the weapons bound are already of +1 or greater.
- Starting at 9th Level: ShadowBlade now inflicts one additional die of weapon damage on a critical hit.
- Starting at 11th Level: ShadowBlade now adds +2 instead of +1 to attack and damage rolls. This has no effect if the weapons bound are +2 or higher.
- Starting at 13th Level: ShadowBlade now inflicts two additional die of weapon damage on a critical hit.
- Starting at 15th Level: ShadowBlade now has a critical range of 19-20.
- Starting at 17th Level: ShadowBlade now adds +3 instead of +2 to attack and damage rolls. This has no effect if the weapons bound are +3.
Improved critical
your weapon attacks score a critical hit on a roll of 17-20
Dark renewal
At 3rd level, you're ancient magic energizes you. At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left.
Shadow Resistance
Starting at the 7th level, the ancient magic that inhabits you grants you resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Shadow Fortitude
starting at the 10th level, your ancient magic has started to fortify your ability to take punishment. Your max hp is increased by 1 per fighter level, and your max constitution score and cap is increased by 4.
Frightening presence
Very few beings are capable of saying they are your equal, as such any non-friendly creature within 30 ft of you have disadvantage on attack rolls, and saving throws
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