Fighter- Hollow Knight

by Pops

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Fighter: Hollow Knight

Traveling in somber settings sometimes requires one to harness not just their physical strength but their inner strength as well. With the Hollow Knight Fighter archetype you harness your will power in order to overcome the obstacles laid before you.

Hollow Soul

Starting at 3rd level when you follow this archetype you are able to muster the power of your soul to empower you further. This is represented by a number of soul points you have. You can spend these points to fuel various soul spells at your disposal. You start with 3 soul spells Vengeful Spirit, Desolate Dive, and Hollowing Wraiths to start. As you gain levels in this class you will have access to more soul spells.

Soul Points. You start with 4 soul points and gain an extra one at 7th level and one more at 15th level. Once a soul point is used it will be unavailable until you finish a short or long rest, at the end of which you gain all soul points back.

Soul Spell Casting. Wisdom is your spellcasting modifier for your soul spells, since these spells rely on the strength of your will power. You use your Wisdom whenever a spell refers to your spell casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a soul spell you cast and when making an attack roll with one.


Spell Save DC = 8+ proficiency bonus + your Wisdom modifier


Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Vengeful Spirit

Spending 1 Soul point you can use an action to cast a spell attack and launch your spirit that flies forward and burns a creature you can see within 30 ft. This does 1d10 necrotic damage and 1d10 fire damage.

Shade Soul

At 18th level the damage increases to 2d10 necrotic and 2d10 fire damage.

Desolate Dive

Spending 2 Soul points you can use an action to slam down on the ground beneath you causing a shockwave to erupt underneath creatures within 5 ft of you dealing 2d10 necrotic damage. Each creature must make a Strength saving throw. On success, they take half damage. On failure, they are knocked prone.

Descending Dark

At 18th level the radius of impact increases to 15 ft and damage increases to 4d10 necrotic damage.

Hollowing Wraiths

Spending 2 Soul points your soul lets out a terrifying shriek. All creatures within 15 ft must make a Wisdom saving throw. On failure, they become terrified of you for one minute and must use their action to move as far away from you as possible. If they cannot move any farther from you then they must take the defensive action.

Abyss Shriek

At 18th level your shriek becomes piercing dealing 2d10 points of psychic damage to its victims. On successful save the creature takes half damage.


Vestments of the Hollow Knight

At 7th level you now don the vestments of the Hollow Knight allowing for greater mobility in and outside of battle. This allows you access to the features Mothwing Cloak, Monarch Wings, and Mantis Claw.

Mothwing Cloak

Donning the Mothwing Cloak you are able to move quickly throughout the battlefield and even dodge attacks. You can choose use your bonus action to take the dash or disengage action.

Monarch Wings

Large gaps no longer daunt you as you can now sprout large wings to help with the extra distance. The distance and height you can now jump is doubled.

Mantis Claws

Walls are no longer an obstacle, with these claws your climb speed equals your movement speed.


The Awoken Dream

At 10th level you further tap into the power of your soul and awaken to the possibilities of yours and others' dreams. You now can spend 1 Soul point to further empower your weapon for 1 minute as a bonus action. While this is in effect any damage done with the weapon is considered magical. On top of that it deals an extra 1d10 radiant damage. Also, with a successful hit with this weapon you can elect to enact the following feature Reveal Hidden Dreams and Protected Memories.

Reveal Hidden Dreams and Protected Memories

Upon landing a strike on a creature with a weapon imbued with The Awoken Dream attribute you can begin to understand them on a deeper level. The creature must make a Wisdom saving throw, on success you are only able to see the surface thoughts of the creature. On a failure, you are able to delve deeper and look into some of their memories. The information revealed is up to DM's discretion. They can use the following memory table for assistance or make up their own memories for the creature. You can only use this feature three times per short or long rest.

DM Memory Options

Eating dinner with the family. Playing a game with friends. Hiding treasure in a secret spot.
Murder that has remained unsolved. Location of their favorite destination. The face of a criminal contact of theirs.
A grave of a loved one. A festival they attended. A magical miracle they witnessed.
An ancient temple. A weird contraption seen in the market. A love affair between two prominent figures.
Learning to use a weapon for the first time. A ceremony of cultural significance. Building sand castles on the beach.

Dream Gate

At 15th level you can use your weapon to tear into the fabric of reality and use it to travel to a previously designated destination. You must use an action to strike the ground with your weapon, this will create a sigil on that exact spot. Regardless of where you are in the world, you can spend an action to teleport you and any willing creature of your choice within 15 ft of you back to that previously marked destination. You can only have one sigil up at a time and if something is in that space when you arrive you will take the next available space. If you decide to mark a new area the sigil in the previous area will disappear.

World Sense

At 18th level you can now create up to three gates instead of one. If deciding to mark another spot above the three already in place the oldest sigil created vanishes.


Additional Flavor

This is just to add extra flavor and visuals to further immerse yourself as a Hollow Knight. This does not affect the gameplay mechanics of the following feature.

Focus

When using your Second Wind feature you glow with bright white radiant energy briefly as you muster your strength.

Written by: NP
Edited by: NP & CW
Inspired by Hollow Knight a Team Cherry creation.
 

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