Warlock
Base Class: Warlock

Knight of Dark Fury does what a paladin can not. Swift and retributive justice, that can not be done through faith and law.

Weapons of Vengence

Knight's of Dark Fury have a slightly extended armory to carry out their dark deeds of vengeance. They can equip heavy armor, as well as three great weapons, the great sword, great axe, or War Scythe.

Expanded Spell List

Dark Fury lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Dark Fury Expanded Spells

Spell Level

Spells

1st

Protection from Evil and good, Wrathful Smite

2nd

Misty Step, Zone of Truth

3rd

Tongues, Vampiric Touch

4th

Locate Creature, Staggering Smite

5th

Contact other Plane, Dream

Pact of Vengence

Starting at 1st level, when you cause damage to a hostile creature you regain hit points equal to the damage caused, or can convert that damage to replenish your spell level slots expended, at the rate of 10hp per spell slot level.

Shifting Fate of Vengence

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Resilliance of Justice

Starting at 10th level, you can choose one damage type chosen between radiant or necrotic when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons do not ignore this resistance.

Judge, Jury, Executioner

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the memories of their past deeds. They experience all their wrong doing at their hands as if they themselves were the victim, in each and every instance of their transgressions. 

At the end of your next turn, the target returns to the exact time/space moment. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

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