Base Class: Fighter
The pious clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them? A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as “dark knights.” These sentinels bear no shields declaring their allegiance. Instead, their weapons act as beacons to guide the meek through darkness.
Bond of Shadows
When you choose this archetype at 3rd level, you learn a ritual that creates a bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. On hit, add 1d4 necrotic damage. Heal half of the necrotic damage done, or all on a critical hit. The 1d4 becomes 1d6 at level 10 and 1d8 at level 18.
The Fell Blade's slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage at level 6 if not already.
All attacks are made at disadvantage if attacking with any melee weapon other than your Fell Blade. Ranged attacks are not subject to this disadvantage.
Bound Weapon.You can dismiss the weapon as a free action, shunting it to an extradimensional space. As a bonus action, you call your Fell Blade to one of your free hands, at your feet, or in any unoccupied space within 5 feet.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Darkside
The dark knight conjures up the darkness from the abyss to fuel his power covering him with red malice. He adds +3 points of damage to all melee attacks, increasing by an additional +1 for every 2 dark knight levels. Additionally, the dark knight gains a +1 bonus to attack rolls gaining an additional +1 for every 4 dark knight levels. However, while activating Darkside, he sacrifices hit points (actual hit points, not temporary hit points he may have) equal to his dark knight level at the beginning of each turn he remains in Darkside. While succumbing to Darkside, the dark knight is immune to all healing effects other than from his own abilities or spells. Meaning only abyssal arts, spells, and class features may restore his hit points while in Darkside, as well as any other character abilities from other classes.
He may activate Darkside as a swift action. Darkside lasts until ended, or the dark knight is at 0 hit points or less. This may be ended as a move action.
Abyssal Arts
The dark knight draws on the power of the abyss to utilize a new form of power. This energy is represented by your Abyssal Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus plus your Constitution modifier, and they fuel various powers you have, which are detailed below.
Some of your powers expend the Abyssal Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Abyssal Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Abyssal Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Abyssal Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The dark knight gains two abyssal art ability at 3rd level and one additional art every two dark knight levels thereafter.
Abyssal Drain. As a standard action, the dark knight causes an area to explode with the power of the Abyss. You expend one of your Abyssal Energy die dealing necrotic damage damage equal to the number rolled to those within a 20-ft.-radius. You roll an additional Abyssal Energy die per four dark knight levels. Enemies in the area of effect must make a Fortitude save (DC 10 + half of the dark knight's level + his Constitution modifier) to reduce the damage by half. The dark knight is healed half the damage dealt of the total to all affected. This ability has a range of 50 feet.
Syphon Strike. As a swift action, You expend one Abyssal Energy Die. The dark knight’s blade is infused with draining power causing his next first successful attack to restore HP equal to half the damage dealt.
Plunge The dark knight may jump at an enemy as part of a charge within his movement speed and plunge his sword into his enemy. You expend one of your Abyssal Energy die dealing additional necrotic damage equal to the number rolled to the target. The movement from this ability does not provoke attacks of opportunity.
Delirium. As a move action, the dark knight surges power from the abyss, you expend one of your Abyssal Energy die granting yourself temporary hit points equal to the number rolled. You roll an additional Abyssal Energy dice per four dark knight levels.
Crushing Blow. When you hit with a weapon attack, you can expend one Abyssal Energy Die and reduce the enemy's AC by half of the number rolled (rounded up). The effect last until the start of your next turn.
Minus Strike. When you hit with a melee weapon attack you can replace the damage done with the effects of Minus Strike. You expend one Abyssal Energy Die and make a straight DC 11 roll. The targeted enemy takes full damage on a success, or half on a fail. Damage done is equal to your max HP - current HP.
Abyssal Darkness. Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it however the vision of the Darkknight who cast it is not affected. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Transfusion. Focusing your dark powers on a target and expend one Abyssal Energy die draining them of health equal to the number rolled and transfer it to another target of your choosing that you can see and is within 15ft of you. If the primary target is not willing then you must make a successful check against their AC. You roll an additional Abyssal Energy die for every three levels you have in Darkknight.
Living Shadow
At 5th level, you can use a bonus action to magically manifest a simulacrum of your darkside to fight alongside you in an unoccupied space you can see within 15 feet of you. This simulacrum is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another simulacrum, or until you're incapacitated.
Your simulacrum has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the simulacrum to move up to 30 feet in any direction (no action required). If your simulacrum is ever more than 30 feet from you at the end of your turn, it is destroyed.
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As a bonus action, you can teleport, magically swapping places with your simulacrum at a cost of 15 feet of your movement, regardless of the distance between the two of you.
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When you take the Attack action on your turn, any attack you make with that action can originate from your space or the simulacrum's space. You make this choice for each attack.
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When a creature that you can see within 5 feet of your simulacrum moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the simulacrum's space.
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Whenever you take the Attack action, you can make one additional melee attack from the simulacrum's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One
At 18th level, you can use a bonus action to create two simulacrums with your Manifest simulacrum feature, and these simulacrumes can co-exist. If you try to create a third simulacrum, the previous two simulacrumes are destroyed. Anything you can do from one simulacrum's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.