Fighter: Dark Knight in Dawnmire | World Anvil
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Fighter: Dark Knight

You are a Dark Knight, an instrument of fear and torment. Whatever the reason, be it devotion to a dark god or overlord, a bottomless malice for the world around you, or simply because you're good at what you do, you have taken to the infliction of pain like an art form.   You possess none of the divine magic of a paladin or the arcane tutelage of eldritch knights; no, your battlefield prowess is built on terror alone -- and you relish it.  

Threatening Presence

3rd-level Dark Knight feature
You begin to walk with an aura of fear and danger. You become proficient in the Intimidation skill, or another skill of your choice if you already are. In addition, if you attempt to intimidate someone while your weapon is drawn, you can add the weapon's damage die to the roll.  

Brutal Displays

3rd-level Dark Knight feature
You become accustomed to making particularly savage attacks and displays of frightening violence. Once on your turn when you damage a creature (twice if you use Action Surge), you can activate a Brutal Display. You can use them a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest.   When you gain this feature at 3rd level, you know two Brutal Displays. You learn additional Brutal Displays when you research certain levels in this class, as shown in the Brutal Displays Known table.   Brutal Display save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).  

Brutal Displays Known

Fighter Level Number of Brutal Displays
3rd 2
7th 3
10th 5
15th 6
18th 8
 

Biting Malevolence

7th-level Dark Knight feature
You have become an expert in striking down those who fear you. Once on your turn when you damage a creature which is frightened of you, you can deal additional psychic damage equal to your Fighter level.  

Umbral Critical

10th-level Dark Knight feature
Your brutality manifests as a tangible shadow conjured by your darkest deeds. Your weapon attacks score a critical hit on a roll of 19 or 20.   In addition, when you kill a creature or score a critical hit, you can create a 20-foot radius sphere of magical darkness emanating from yourself or the target of your attack. The darkness lasts until the end of your next turn and moves with its source. You can see in the darkness as if it were dim light.   You may use this feature once, regaining use of it on a short or long rest.  

Improved Threatening Presence

15th-level Dark Knight feature
You are danger incarnate. Whenever you make a Charisma (Intimidation) check, you can treat a d20 roll of 9 or lower as a 10.  

Worse Than Death

18th-level Dark Knight feature
You have become a master of torment and battlefield brutality. When you hit a creature with a weapon attack, you can choose one of the following effects:   Deadly Concussion. You violently strike your target's head or brain stem, forcing them to make an Intelligence saving throw. On a failure, their Intelligence and Charisma scores are reduced by 2d6 (to a minimum of 1). If either score reaches 1 from this ability, the creature loses the ability to cast spells or communicate intelligibly. A greater restoration spell can end these effects.   Searing Pain. Your strikes are expertly placed to maximize pain, forcing your target to make a Constitution saving throw. On a failure, they are struck down with tremendous pain. For the next minute, their speed becomes 10 feet, they have disadvantage on ability checks, attack rolls, and saving throws other than Constitution saves. A target suffering from this pain can repeat the save at the end of each of their turns, ending the effect on a success.   Break. You land a tremendous, bone-breaking blow to your target, forcing them to make a Strength saving throw. On a failed save, they take 8d10 bludgeoning damage, or half as much on a success, and are paralyzed for 1d6 rounds, permanently so on a roll of 6.   Once you use this feature, you cannot use it again until you finish a long rest, or expended two uses of your Brutal Displays to use it again.  

Brutal Display Options

Bathe in Fear

You draw strength from reveling in the terror of others. As a bonus action, for every creature frightened of you that you can see within 20 feet of yourself, you gain 1d8+1 temporary hit points.  

Bloody Spray

You target a major artery to spray blood into the eyes of a creature within 5 feet of your attack's target (if it has blood). The creature must make a Dexterity saving throw or be blinded until the end of their next turn.  

Dismember

Prerequisite: 7th level
When you hit a creature with a melee attack, you can attempt to dislocate or dismember one of their limbs, forcing them to make a Dexterity saving throw. On a failed save, a random limb is dislocated, causing the creature to lose use of it until they or another creature within 5 feet uses an action to reset the joint. A creature who fails the save by 5 or more loses the limb.  

Dread Strike

You craft your attack to fill your target with mortal terror. They must succeed on a Wisdom saving throw or become frightened of your for 1 minute. The frightened target can repeat the save at the end of each of its turns, ending the effect on a success.  

Dread Wave

Prerequisite: 10th level, Dread Strike
When you use Dread Strike, you can cause it to effect every creature in a 30-foot cone emanating from yourself, in the direction of the attack's target.  

Irreparable Wounds

You drive your weapon deep and leave injuries which are difficult to recover from. Your target must succeed on a Constitution saving throw or be unable to recover hitpoints by any means until the end of its next turn.  

Necrotizing Wounds

Prerequisite: 10th level, Irreparable Wounds
When a creature fails its save against Irreparable Wounds, it takes an additional 2d8 necrotic damage, and has its hit point maximum reduced by the amount rolled until it takes a short or long rest.  

Sweeping Impale

You attempt to heft a creature in the air on a melee weapon and slam them to the ground. Your target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. You may also move them to any space within 5 feet of you, or within 10 feet if you are wielding a reach weapon.  

Vile Strike

Your attack causes the weak-hearted to recoil in disgust and discomfort. Every creature within 10 feet of you who can see your attack (including the attack's target) must succeed on a Constitution saving throw or stumble 5 feet away from you.  

Visceral Strike

Prerequisite: 10th level, Visceral Strike
The range of your Visceral Strike's effects increases to 20 feet. When a creature fails its save against your Visceral Strike, it wastes its action on its next turn retching and reeling.  

Asphyxiate

Prerequisite: 10th level
When you use your attack to successfully grapple a creature, you can grab them by the throat or related vital area (if they have one) and begin choking them. When you first use this ability, and again at the end of each of the creature's turns, they must succeed on a Constitution saving throw or gain a level of exhaustion. This feature has no effect on Undead, Constructs, or Elementals.  

Corrode Will

Prerequisite: 15th level
All who witness the havoc your wreak are drained of their will to fight on. All creatures of your choice within 30 feet of you must make a Charisma saving throw, taking 4d10 psychic damage on a failed save or half as much on a success. Creatures who are frightened of you take an additional 2d10 psychic damage on a failed save.

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