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Published by goroiamanuci, 2023-05-09 10:35:30

Dark Knight Fighter _ GM Binder

Dark Knight Fighter _ GM Binder

Corrupted Soul Fighter Archetype A darkness has found its way to your innermost being, granting you corrupted power. By releasing even only fractions of the dusk you hold within yourself, you can empower your abilities with fear-invoking might, standing among only the few who have succumb to a similar fate as your own. As a Corrupted Soul fighter, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you tampered by gloom? Have you been exposed to horrors unknown to the world? Living Shadow 3rd-level Corrupted Soul feature You possess a flicker of dark power within yourself. This power is represented by your Corrupted Power dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various corrupted powers you have, which are detailed below. Some of your powers expend the Corrupted Power die they use, as specified in an power's description, and you can't use an power if it requires you to use a die when your dice are all expended. You regain all your expended Corrupted Power dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Corrupted Power die, but you can't do so again until you finish a short or long rest. Some of your powers require you to make spell attacks or require your target to make a saving throw to resist the feature's effects. Your Spell save DC and Spell attack modifier are calculated as follows. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier When you reach certain levels in this class, the size of your Corrupted Power dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Corrupted Power dice. Once on each of your turns, when you take the attack action, you can expend and roll one Corrupted Power die to forgo one of your attacks to make a ranged spell attack. You cast forth a beam of dark energy, targeting one creature within 60 feet of you. On a hit, the attack deals necrotic damage equal to the number rolled plus your Wisdom modifier. As an action, you can expend and roll a number Corrupted Power die up to your Wisdom modifier to send forth a dark wave of dark energy. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes necrotic damage equal to the total number rolled plus your Wisdom modifier on a failed save, or half as much damage on a successful one. You can use your reaction to reduce the damage from one weapon or spell attack. When you do so, the damage you take is reduced by your Corrupted power dice + your Wisdom modifier. Once you use this reaction, you can't do so again until you finish a short or long rest, unless you expend an Corrupted Power die to do it again. Once on each of your turns, immediately after you hit a target and deal damage to it with a melee weapon attack, you can expend one Corrupted Power die, rolling it and dealing necrotic damage to the target equal to the number rolled. Dark Offerings 7th-level Corrupted Soul feature You have learned to sacrifice your life force to enhance your powers. You gain the following Offering options and can add their effects either by expending an Corrupted Power die or by rolling one Corrupted Power die and reducing your hit point maximum equal to the number rolled. This reduction lasts until you finish a long rest. You can only use one Offering option at a time, even if you meet the requirements for more than one. When you roll one or more Corrupted Power dice, you can roll an additional Corrupted Power die and add it to the total number rolled. When a Corrupted Power dice deals damage to one or more creatures, you can choose one target among those creatures. The target creature must make a Strength saving throw. One a failed save, it is knocked prone or pushed 5 feet away from you. When an Corrupted Power dice deals damage to one or more creatures, you can choose one target among those creatures. The target creature must make a Wisdom saving throw. One a failed save, it is frightened of you until the end of its turn. Delirium 10th-level Corrupted Soul feature Your presence becomes more intimidating the closer you are to death. While your current hit points are equal to or less than half your maximum hit points, you can use your reaction to attempt to invoke fear into those who harm you. Choose any number of creatures within 15 feet of you. Each creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Once you take this reaction, you can't do so again until you finish a long rest. In addition, you also gain the following Offering option: When one or more creatures become frightened of you, you gain a +2 to attack rolls and damage rolls made against those creatures. This effect lasts against each creature until it is no longer frightened of you. Corrupted Beam. Dark Wave. Shadow Siphon. Soul Eater. Inflict. Impel. Impose. Exploit. 1


Flood of Shadow 15th-level Corrupted Soul feature You are able to release Corrupted darkness from within yourself. As an action, you become the source of the effects of the spell darkness. You are always the center of these effects, even as you move, for a number of rounds equal to your Wisdom modifier. You can end this effect at any time on your turn. A creature who ends its turn within this area of darkness takes necrotic damage equal to twice your Wisdom modifier. Friendly creatures, including yourself, are immune to the effects of this feature. Once you use this feature, you can’t use it again until you finish a long rest. In addition, you also gain the following Offering option: When your turn begins, you can gain hit points equal to half the total amount of necrotic damage you've dealt since the end of your last turn. Corrupted Disciple (Needs Change) 18th-level Corrupted Soul feature When you are closest to death, you know to succumb and relinquish control, turning yourself over to the abyss. When you are reduced to 0 hit points but not killed outright, you can delay falling unconscious for a number of turns equal to half your Wisdom modifier (rounded up). While you have 0 hit points during those turns, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turns end, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest. In addition, you also gain the following Offering option: When you would suffer a death saving throw failure as a result of taking damage while you have 0 hit points, you can reduce the number of failures by 1. Changelist Dark Knight title changed to . Abyssal Ability dice changed to . Shadow Siphon modifier changed from Constitution to - Part of unifying the ability modifiers Removed Compose offering - Negating any disadvantage you have is an extremely strong ability, no matter the cost (which is a pretty low cost in this case.) Changed wording of Offerings for clarity Flood of Shadow modifier changed from Constitution to - Part of unifying the ability modifiers Assimilate. Endure. Corrupted Soul Corrupted Power dice Wisdom Wisdom


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