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## Dark Knight ### In the shadows of a world shrouded in mystery, the Dark Knights emerge as enigmatic fighters, sworn to execute the clandestine will of a secretive church. Cloaked in darkness, they undertake perilous tasks deemed too horrifying or scandalous to bear the light of day. Theirs is a tale of murky moral waters, where they are seen as villains by the uninitiated, but their true motivations are veiled in noble aspirations. #### Religious Adept Starting at 3rd level, veiled in devotion and mysticism, these dark warriors delve into the hidden depths of their church's secrets, walking a tightrope between forbidden knowledge and sacred duty. You gain proficiency in the Religion skill.
Additionally, you learn the *thaumaturgy* cantrip. Wisdom is your spellcasting ability for this cantrip. #### Enmity Also at 3rd level, as a Dark Knight, you have honed your ability to convert the animosity directed towards you into a wellspring of dark power. Whenever you are damaged by a hostile creature, you gain one Enmity Point, representing the malevolence harbored against you. The maximum number of Enmity Points you can have at a time is equal to your Proficiency Bonus.
You can tap into these accumulated Enmity Points to channel dark powers. Each Enmity Point spent grants you one of the following effects: \columnbreak
* **Darkened Resilience**. As a bonus action, you can spend any number of Enmity Points to gain an equal amount of temporary hit points. When a creature reduced these hit points from you, it takes necrotic damage equal to the number of temporary hit points lost. * **Vengeful Strike**. You can enhance a weapon attack you make by channeling Enmity Points. When you hit with a weapon attack, you can spend any number of Enmity Point to deal necrotic damage to the target equal to 1d4 per Enmity Point spent. This dark energy flows from the malice projected upon you, empowering your strikes with the very enmity that sought to harm you. * **Martyr's Embrace**. When a hostile creature targets you with an attack, you can use your reaction and expend one Enmity Point, granting that creature advantage on that attack roll. The damage from this attack is reduced by your Wisdom modifier and the attacking creature takes 1d6 necrotic damage as they are marred by their own hatred.
If you end your turn without having gained any Enmity Points within the last minute, you immediately lose all Enmity Points, allowing yourself to harness the animosity directed at you anew.
**ALL ART GENERATED USING MIDJOURNY** \pagebreakNum
#### Purity in Purpose At 7th level, noble is your duty and as such your sins are cleansed. As an action, you can expend 2 Enmity Points to end 1 condition on yourself.
Additionally, you gain resistance to necrotic damage and your hit point maximum cannot be reduced. #### Veneration of Evil and Good At 10th level, the means justify the ends, justice is a fair pursuit and incorruptible regardless of its arbiter.
Whenever you take damage from one of the following creature types, you gain 2 Enmity Points instead of 1: aberrations, celestials, elementals, fey, fiends, and undead.
Additionally, you gain the following benefit; * **Transcendence from Darkness**. As an action, you can expend at least 4 Enmity Points to undergo a celestial transformation for 1 round per Enmity Point spent. When you enter this form you gain a flight speed of 30 feet and all hostile creatures that you can see must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + Proficiency Bonus). On a failed save, creatures are charmed or frightened by you (your choice) for the duration of this transformation. While transformed you gain a number of Emnity Points equal to your Wisdom modifier at the start of each of your turns. Spending 6 enmity points for this feature causes the transformation to last for 1 minute. Once you have used this transformation you must finish a long rest before you can do so again. #### Malevolence At the 15th level, for those who crawl in darkness you hold no mercy nor kindness. When you use your Second Wind feature, you can gain a number of Enmity Points equal to the amount of hit points you regained. You can hold all Enmity Points gained from this feature regardless of the maximum amount of Enmity Points you can hold until the end of your next turn. #### Bear all the Worlds Evils When you reach the 18th level, the defining virtue of the Dark Knight lies in embracing the burden of all the world's malevolence. By shouldering the weight of every evil imaginable, they forge an indomitable spirit, unyielding in the face of adversity, and emerge as a beacon of light amid the encroaching shadows. You can cast the antipathy/sympathy spell on yourself, without material components, without expending a spell slot, and with the following changes: * You can cast it as an action or as a part of rolling initiative. * The spell's duration becomes 1 hour. * Wisdom is your spellcasting ability for this spell.
Once you cast the spell in this way, you cannot do so again until you finish a long rest.