Fighter
Base Class: Fighter

Bonding with dark extraplanar energy, Darkslayers augment their weapons and bodies to strike and slay with fiendish fury, evoking the power of devils and demons to eliminate all in their path.  

Darkslayers siphon the powerful latent energy that seeps from the realms of devils and demons to infuse themselves with a fiend's natural planeborne power. While this level of power does not match a true fiend's, it is more than enough to augment the Darkslayer's skills and form, allowing the Darkslayer to access powers unheard of by normal fighters. The ritual of planar attunement that Darkslayers use to channel fiendish energy is a secret art, and many Darkslayers simply know enough of its fundamentals to harvest what little power they can with it. Whether by learning from a well-traveled planeswalker, uncovering secret planar magics, or simply being born into the trade, Darkslayers' origins are far and wide, but they all share the goal of attaining more power. 

Dark Attunement

3rd-level Darkslayer Feature

You siphon the energies of the Lower Planes into your body, granting you access to great power and abilities. This planar connection is known as a Dark Attunement. 

Choose one of the options below for your Dark Attunement. Your Dark Attunement will determine the subclass features available to you.

You may only possess one Dark Attunement at a time, as being attuned to just one plane takes incredible focus and will. Swapping your Dark Attunement must be completed over a long, complex ritual in order to properly identify and attune to the planar energies. You may spend an hour performing a ritual over a short or long rest to swap your Dark Attunement.

When being detected by spells, features, or magical effects like Detect Evil and Good, you will be detected as a fiend of your Dark Attunement’s respective plane, but you will not be affected by spells, features, or magical effects that impose conditions or status effects on fiends like Protection from Evil and Good.

Abyssal

You are attuned to the Abyss, empowered by the chaotic energy of demons. Abyssal Darkslayers utilize demonic brutality to corner and pulverize their enemies. Their weapons tend to grow small spikes or teeth along their edges and sport cragged black textures. You may choose to adopt a more chaotic alignment while under this attunement. 

Infernal

You are attuned to the Nine Hells, taking on the power of the fiery devils. Infernal Darkslayers mix defensive reactions with continuous flame to burn their foes to ash. Their weapons can become lined with glowing red veins and give off a faint scent of sulfur. You may choose to adopt a more lawful alignment while under this attunement.

Forbidden Knowledge

3rd-level Darkslayer Feature

You gain one additional proficiency from the list below.

You also gain proficiency in Charisma saving throws.

Arcana

You gain proficiency in Arcana.

History

You gain proficiency in History.

Religion

You gain proficiency in Religion.

Stealth

You gain proficiency in Stealth.

Dark Fury

3rd-level Darkslayer Feature

Your exposures to fiendish energy fill you with an insatiable bloodlust in combat, granting you more power the more you eviscerate your foes. You gain access to Dark Fury, a point resource that builds with prolonged combat. Your maximum number of Dark Fury points is equal to 3 + (1/3 your Fighter level rounded down). You regain 1 Dark Fury point after these events:

  • After every 3 hits on a creature with your weapon attacks. These hits can be on different creatures and can be added up over consecutive rounds.
  • After you roll a 20 on a d20 for an attack roll for a critical hit with a weapon attack.

When you finish a short rest, you regain up to 2 Dark Fury points. When you finish a long rest, you regain the maximum number of Dark Fury points for your level.

Dark Fury points can be expended to perform Dark Techniques and to use other subclass features. Your Dark Fury point maximum and number of Dark Techniques known per level are detailed in the table below.

Fighter Level

Dark Fury Point Maximum

Dark Techniques Known

3

4

3

4

4

3

5

4

3

6

5

3

7

5

4

8

5

4

9

6

4

10

6

5

11

6

5

12

7

5

13

7

5

14

7

5

15

8

6

16

8

6

17

8

6

18

9

7

19

9

7

20

9

7

Dark Techniques

You channel your Dark Fury into special Dark Techniques to turn the tide of battle. Dark Techniques are unique maneuvers you may expend Dark Fury points to perform. At 3rd level, you learn 3 Dark Techniques from the list below. Some Dark Techniques can only be used with certain Dark Attunements, but you may learn any Dark Technique regardless of your Dark Attunement. You may learn an additional Dark Technique at 7th, 10th, 15th, and 18th level. You may swap out a Dark Technique you have already learned for a new Dark Technique at 7th, 10th, 15th, and 18th level.

Some Dark Techniques require a target to make a saving throw to resist their effects. The DC for these saving throws is equal to 8 + your Charisma modifier + your proficiency bonus.

Abyssal Claw

Prerequisite: Dark Attunement - Abyssal

You manifest a claw of demonic energy to grab and pull an enemy towards you. You may expend 2 Dark Fury points to use an action to target a creature that is the same size as you or smaller that you can see within 30 feet of you to make a Strength saving throw. You may expend 1 extra Dark Fury point per size beyond your own to target a creature larger than you. On a failure, the target is pulled towards you, stopping at 5 feet from you unless it is blocked by a non-creature object or structure that is at least half the target's size, where the target stops in front of the object and suffers 1d6 bludgeoning damage from the impact. If the target is pulled and stops within 5 feet of you, you may make an attack as part of the same action as Abyssal Claw. On a success, the target does not move.

Balor Buster

Prerequisite: Dark Attunement - Abyssal

You brandish arms of demonic energy from your body and attempt to piledrive a creature into the ground. You may expend 2 Dark Fury points to use an action to target a creature up to one size larger than you that you can see within 5 feet of you. You may expend 1 extra Dark Fury point per size to target a creature two sizes or more larger than you. The target must roll a Strength saving throw. On a failure, they are dunked hard into the ground at their current position, suffering 3d10 bludgeoning damage and becoming prone. Any creatures other than you within 10 feet of your target suffer 2d10 force damage from the resulting shockwave. On a success, no effect occurs. 

Dark Charge

You concentrate fiendish energy into your body for an increased burst of speed. You may expend 1 Dark Fury point to Dash as a bonus action on your turn.

Dark Passage

You channel the dark energy within yourself to move through the battlefield in wisps of untouchable shadow. You may expend 2 Dark Fury points as a bonus action. Your movement this turn does not provoke opportunity attacks until you make an attack on a creature.

Dark Visage

You focus dark energy into yourself, channeling the imposing nature of fiends. You may expend 2 Dark Fury points as an action and give yourself advantage on Charisma (Intimidation and Persuasion) checks for the next minute.

Dazing Strike

Prerequisite: Dark Attunement - Abyssal

Your weapon strikes can disorient enemies, making them unable to move or react. When you hit a creature with a weapon attack, you may expend 1 Dark Fury point to force them to make a Constitution saving throw. On a failure, their movement is reduced to 0 until the start of your next turn, and they cannot take any reactions until the end of their next turn or until they are damaged by someone other than you. On a success, they suffer no effects.

Demonic Tether

Prerequisite: Dark Attunement - Abyssal

You whip out a tendril of demonic energy to pull yourself in a direction. You may expend 1 Dark Fury point to use an action to target a flat surface that you can see within 60 feet of you, such as a wall or ceiling, to attach the end of your tether to. You then are pulled towards your target. Once you reach your target or are stopped, this tether disappears. This movement can provoke opportunity attacks.

Divergent Flame

Prerequisite: Dark Attunement - Infernal

You concentrate the kinetic energy of a missed strike into a secondary fiery explosion. When you miss with a weapon attack on a creature within 30 feet of you, you may expend 1 Dark Fury Point to use your reaction to send an instant burst of fire toward that creature, forcing them to make a Dexterity saving throw. On a failure, the target suffers 2d6 fire damage. On a success, the target suffers half damage.

Igniting Strike

Prerequisite: Dark Attunement - Infernal

Your weapon strikes can set enemies ablaze. When you hit a creature with a weapon attack, you may expend 1 Dark Fury point to force the creature to make a Dexterity saving throw. On a failure, the target is set on fire for 1 minute and will suffer 1d6 fire damage at the start of each of their turns. The target may spend an action to extinguish these flames, succeeding on a DC 11 Dexterity check. On a success, no effect occurs.

Infernal Guard

Prerequisite: Dark Attunement - Infernal

You encircle yourself with whirling hellfire, burning all around you. You may expend 2 Dark Fury points to use your bonus action to wrap yourself in spiraling flames that whip out in a 5 foot-radius sphere centered on you and move with you. Any creature that starts their turn in or moves into this sphere must succeed on a Dexterity saving throw or suffer 2d6 fire damage. This sphere lasts until the end of your next turn.

Scorching Parry

Prerequisite: Dark Attunement - Infernal

You concentrate Infernal energy within yourself to absorb an oncoming blow. When you are hit by an attack, you may expend 1 Dark Fury point to use your reaction to reduce the damage caused by that attack by 1d10 + your Charisma modifier. If the attack’s damage is reduced to 0 or below, you may expend another Fury Point as part of the same reaction to redirect the force of the attack, dealing fire damage to a creature within 10 feet of you equal to the total damage reduced. You regain 1 Fury Point when you reduce an attack's damage to 0 or below in this way.

Darkened Edge

7th-level Darkslayer Feature

Your weapons become infused with the very essence of your Dark Attunement. Your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain an additional feature based on your Dark Attunement.

Darkened Edge - Abyssal

When you hit a creature with a weapon attack, you may expend 1 Dark Fury point to cause that attack to deal an extra 1d6 poison damage. This bonus increases to 1d8 at 15th level. 

Darkened Edge - Infernal

When you hit a creature with a weapon attack, you may expend 1 Dark Fury point to cause that attack to deal an extra 1d6 fire damage. This bonus increases to 1d8 at 15th level. 

Dark Trigger

10th-level Darkslayer Feature

You call forth the fiendish energy from your Dark Attunement, assuming a powerful form known as the Dark Trigger. This form envelops you in a dark armor that grants you incredible battle prowess.

As a bonus action, you may expend 3 Dark Fury points to enter the Dark Trigger form, which lasts for 1 minute. While you are in the Dark Trigger form, you gain the following features, plus a special feature based on your Dark Attunement:

  • You gain a +2 bonus to your AC.
  • Your damage bonus from Darkened Edge increases to 2d6 (2d8 at 15th level).
  • At the start of each of your turns while in Dark Trigger form, you regain 1d6 hit points.
  • Abyssal. Your movement speed cannot be affected by any magical effect, feature, or feat of any other creature besides yourself.
  • Infernal. Your weapon’s range is increased by up to 15 extra feet.

Furious Soul

15th-level Darkslayer Feature

You forge the deepest connection with your fiendish fury. Whenever you would regain 1 Dark Fury point in combat, you instead regain 2 Dark Fury points.

Supreme Dark Trigger

18th-level Darkslayer Feature

You can evolve your Dark Trigger form into the ultimate manifestation of power, trading all semblance of defense for pure strength. As a bonus action, you may expend 5 Dark Fury points to enter the Supreme Dark Trigger form, which lasts for 30 seconds. In this form, you are completely cloaked in wreathing dark energy, sporting massive wings and horns, almost completely resembling a Fiend of the Lower Planes. At this level, you have access to both the Dark Trigger and Supreme Dark Trigger forms, but you may only take on one of these forms at a time. While you are in the Supreme Dark Trigger form, you gain the following features, plus a special feature based on your Dark Attunement:

  • You have a flying speed equal to your movement.
  • You cannot be frightened or charmed. Any frightened or charmed effects on you end.
  • You cannot regain hit points through healing effects. You can still gain temporary hit points.
  • Abyssal. You can perform the Supreme Dark Technique Abyssal Burst. This does not count towards the number of Dark Techniques you can learn.
  • Infernal. You can perform the Supreme Dark Technique Hell’s Judgment. This does not count towards the number of Dark Techniques you can learn.
Supreme Dark Technique - Abyssal Burst

You must be in Supreme Dark Trigger form to perform this Supreme Dark Technique. You strike the ground with your weapon and unleash a destructive wave of Abyssal force in a massive explosion. You may expend 3 Dark Fury points to use an action to unleash this energy, forcing all creatures within 60 feet of you to make a Constitution saving throw. On a failure, each creature suffers 10d10 force damage and is stunned until the end of their next turn. On a success, each creature suffers half damage, and their movement is halved until the end of their next turn.

Supreme Dark Technique - Infernal Judgment

You must be in Supreme Dark Trigger form to perform this Supreme Dark Technique. Your eyes burn with an Infernal glow, and you mark your enemies for their final judgment. You may expend 3 Dark Fury points to use an action to force any number of creatures within 50 feet of you to make a Charisma saving throw. On a failure, they suffer 5d6 fire damage and become branded by you until the end of your next turn. Whenever you damage a branded creature with a weapon attack or a Dark Technique, all other branded creatures suffer the same type and amount of damage. On a success, they suffer half damage and do not become branded. A branded creature that falls to 0 hit points is consumed by Infernal fire and immediately dies. 

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