Fighter
Base Class: Fighter

Eons ago on a distant continent known as Yore, the prodigious paladin known as Valen, discovered an artifact of unknown origin. A set of magical armor sporting a blood red coating, and a living, sentient blade. Forced to don this dark armor and weapon to protect the one he loved, the power soon corrupted him from a righteous man, to the lord of doom feared through Yore as the first DoomKnight: Sepulchure. Raising an army of living and undead alike, those who prove themselves to be the most loyal, dark, and twisted of his forces are chosen to fully give their soul in exchange for power and become a DoomKnight.

Touch of DOOM

Once every short rest, can apply Touch of Doom to any basic attack. Reducing all enemy damage by half rounded up. And increasing all damage dealt to that target by 50% rounded down. Last 2 turns.

Soul Siphon

At level 7, gain the ability to use Soul Siphon. Targeting your opponents soul directly, steal some of their life essence and add it to your own.

Once short rest, make a roll using constitution. On a hit, deal damage equal to a basic weapon attack and regain health depending on your current HP total and character level. On a crit, regain all health instantly.

At >50% health, roll a 1d6 per character level

At >25% health, roll a 1d10 per character level

At <25% health, roll a 1d12 per character level

DOOM Blast

Immerse yourself in the darkness of Sepulchure's power and direct it at an opponent.

At level 10, gain access to the Doom blast ability. Once every short rest, deal a ranged, magical attack to a single target within 50 feet. Damage is calculated by rolling a basic weapon attack and doubling it. On a hit, deal damage and apply torment to the enemy, giving them disadvantage for 2 turns. On a crit, they are paralyzed in fear for 2 turns.

Roles of DOOM

At 15th level, choose between three permanent advantages the darkness has gifted you.

DOOM Armor

Gain a +2 increase to Constitution, and a permanent +2 to armor class.

Sepulchure's Favor

Gain a permanent +1 for strength and Dexterity. As well as a permanent +1 to all damage rolls.

Strength of DOOM

Gain a permanent +2 to hit dice, and the ability to crit at 19 as well as 20.

Imminent DOOM

Doom hastens, and death beckons.

At the 18th level, you can use Imminent Doom.

Once every long rest, deal a guaranteed melee strike equal to your basic weapon attack times 3.

The enemy takes damage over time equal to your basic attack roll for three turns. The enemy can no longer heal through any means, for two turns. Also grants you advantage for two turns.

As a bonus you gain "INSOLENT FOOL":

Using any spell or class ability has a chance of activating Insolent fools! For 2 turns. (roll to hit must be higher than 15)

Gain +1 armor class and heal 1d10 Each turn it is active.

Doomknight Image

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