Fighter
Base Class: Fighter

Powerful Knight that starts with a longsword, chain mail armor and a shield.

Full Counter

Full Counter allows the user to redirect the damage from an enemy back to the enemy. This may be used once every long rest

Poisonous Touch

The dark knights needed a way to stop people from touching their *perfect* armor, so they made a deadly toxin. Touching this can either cause 2d12 poison damage over 2 turns. One drawback to this is the toxin can be transferred to swords by touch, therefore giving the enemy poison damage for a swing (1 turn).

Ungodly Warcry

The dark knights have recognizable war cries that can frighten someone for a couple of seconds. Enemies within ear shot and are not behind a wall roll to not be frightened with disadvantage, they succeed if they roll a 15 or higher.

Better sword handling and strength

With practice and lifting, the dark knight can now deal more damage with any type of sword (+15 damage) and gain +4 strength.

+5 AC

Elder dark knights have been taught on how to make an armored gel for their armor. This gel increases your AC score by 5 whenever you have armor on

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