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## Martial Archetype ### The Shadow Knight The Shadow Knight is a warrior who infuses themselves with eldritch power, often gained through pacts forged with powerful entities, ancient rituals, or any number of occult methods. They channel this power into bringing misfortune to their enemies and imbuing their strikes with dark power. #### Hexblades Curse Starting at 3rd level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * Whenever the cursed target makes an ability check, attack roll, or saving throw, it must roll a d4 and subtract the result from the roll. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your fighter level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. #### Touch of Death Also at 3rd level, your connection to dark eldritch powers grant you a boon. You learn the *chill touch* cantrip. charisma is your spellcasting for this spell. Additionally, once per turn, when you hit with a weapon attack, you can use a bonus action to cast the chill touch cantrip and add the damage from the cantrip to your weapon damage. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all expended uses after completing a short or long rest. \columnbreak
#### Dark Dealings Starting at 7th level, you gain two eldritch invocations of your choice from among those available to the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you meet the prerequisites. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for. #### Aura of Misfortune Starting at 10th level, you can use an action to create an aura of misfortune around yourself. For 1 minute, any creature that attacks you while within 15 feet of you must roll a d6 and subtract the result from the attack roll. You can use this feature once, and you regain use of it when you finish a long rest. #### Hexed Psyche At 15th level, the outer layers of your mind becomes become protected by dark magics and terrible curses - safeguarding it against those who would bend it to their will. You are immune to being charmed or frightened. Additionally, when another creature attempts to charm you, you can use your reaction to attempt to punish them for their audacity. The creature must make a wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. on a failed save the creature takes necrotic damage equal to half your fighter level and is stunned until the start of your next turn. #### Master of Ill Fate Starting at 18th level, you can spread your Hexblades Curse from a slain creature to another creature. When the creature cursed by your Hexblades Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. > Art by Jakub Rozalski