Base Class: Fighter
Creating a Dark Knight
Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge.
Well of Darkness
Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. You have a number of Well of Darkness points shown for your Dark Knight level in the Well of Darkness Points column of your Dark Knight table. You regain all of your expended uses of your Well of Darkness when you finish a long rest.
Certain features make use of your Well of Darkness and require your target to make a saving throw, the saving throw is calculated as follows.
Darkside
Also beginning at 1st level, as a bonus action you may spend one Well of Darkness point to fill your weapon with power for a number of rounds equal to your Charisma Modifier. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table.
Fighting Style
Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Burning Blood
Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points.
Plunge
Beginning at 3rd level, as an action you may move to a space beside a creature within a 15ft. radius. You then make a melee weapon attack against that creature, dealing an addition 2d6 damage of the weapon die's type. This damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level. You can use this feature a number of times equal to half your Strength modifier, rounded down (a minimum of once). You regain any expended uses when you finish a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Piercing Intimidation
Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check.
The Blackest Night
Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier.
Fight or Flight
Beginning at the 9th level, you are able to spend 2 Well of Darkness points to cast the Cause Fear or Compelled Duel spells.
Curse of the Abyss
Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are incapacitated. Until the curse ends, you gain the following benefits:
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You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
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Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
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If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point.
You must then finish a long rest to use Curse of the Abyss again.
Soul Eater
Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded down.
Abyssal Communion
Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary's Telepathic Bond.
Quietus
Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked.
Dark Mind
Beginning at the 15th level, you gain proficiency in the Wisdom saving throw.
Ravaging Darkness
Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.
Stalwart Soul
Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Living Dead
Beginning at the 20th level, when you are reduced to 0 Hit Points but not killed outright, instead of becoming incapacitated, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.
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Posted Dec 5, 2024all thats missing is the, well, you know... actual table for darkside points... hard to play the class without that
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Posted Aug 30, 2024.....