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GB Fighter WraithKnight

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5E Fighter Subclass

Wraith Knight
raith Knights are loyal followers of

W
Harlock Von Lishken, the first Sanguis to
drink from the Crimson Cup and embrace
vampiric immortality. As a knight in this
forgotten realm of suffering and despair, the
Wraith Knight has willingly learned
macabre techniques and become immersed
in negative energy. While their soul withers, the Wraith
Knight’s unholy existence is preserved; in its new form,
it exists only to annihilate life deemed unworthy by
Harlock Von Lishken.
Eternal Damnation
3rd-level Wraith Knight feature

You have died and been reborn as a Wraith Knight,


granting you the following benefits:
You don’t need to eat, drink or breathe.
You don’t need to sleep, and magic can’t put you to
sleep. You can finish a long rest in 4 hours if you
spend those hours in an inactive, motionless state,
during which you retain consciousness.
You have advantage on saving throws against
disease and being poisoned, and you have resistance
to poison damage.
Edge of Oblivion
3rd-level Wraith Knight feature

The negative energy you have immersed yourself in has


withered your soul and put you on the edge of oblivion.
This unholy existence is represented by your Oblivion
Points, and they fuel your Wraith Knight Techniques,
which are detailed below. Techniques enhance an
attack in some way. You can only use one Wraith Knight
Technique per attack.
Oblivion Points
You have four Oblivion Points and regain all your
expended Oblivion Points when you finish a short or
long rest. You gain another Oblivion Point at 7th level
and one more at 15th level.
Saving Throws
Some of your techniques require your target to make a
saving throw to resist the techniques’s effects. The
saving throw DC is calculated as follows:
Oblivion save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)

Fighter: Wraith Knight | Gamingbrew 1


Graveborn
7th-level Wraith Knight feature

Your connection to death allows you to prevent a fatal


attack from overtaking you. When you are reduced to 0
hit points but not killed outright, your health instead
becomes half your fighter level + your Constitution
modifier. Once you use this feature, you can’t use it
again until you finish a long rest.
Ghost Walker
10th-level Wraith Knight feature

You can phase partially into the realm of the dead,


becoming like a wraith. As a bonus action, you assume a
spectral form and begin your incorporeal movement.
While in this form, you have a flying speed of 10 feet,
you can hover, and attack rolls have disadvantage
against you. You can also move through creatures and
objects as if they were difficult terrain, but you take
1d10 force damage if you end your turn inside a
creature or an object.
You remain in this form for a number of rounds equal to
your Constitution modifier (minimum of 1). Once you
use this feature, you can’t do so again until you finish a
short or long rest, unless you spend 1 Oblivion Point to
use this feature again.
Death to the Living
15th-level Wraith Knight feature

When you score a critical hit with a weapon attack, you


deal bonus necrotic damage to the target equal to half
your Fighter level.
In addition, when you roll initiative and have no oblivion
points remaining, you regain 1 Oblivion Point.
Maliciousness
18th-level Wraith Knight feature

As a bonus action, you can allow your maliciousness to


overtake you and empower your weapon attacks. Until
the beginning of your next turn, your weapon attacks
gain a bonus to both its attack and damage rolls equal to
double your current Oblivion Point total. Additional
damage dealt by your attacks is necrotic damage.
In addition, until the beginning of your next turn, melee
attacks against you are made at advantage. Once you
use this feature, you can’t use it again until you finish a
long rest.

2 Fighter: Wraith Knight | Gamingbrew


Techniques
The techniques are presented in alphabetical order.
Deemed Unworthy
When you hit a creature with a weapon attack, you can
spend 1 Oblivion Point to force the creature to make a
Constitution Saving Throw against your Oblivion Save
DC. On a failed save, roll a d4.
The creature’s armor class is reduced by the number
rolled until the beginning of your next turn.
Life Drain
When you hit a creature with a weapon attack, you can
spend 1 Oblivion Point to gain temporary hit points
equal to the roll of the weapon’s damage die.
Shadowy Echoes
When you make an attack of opportunity you can
choose to spend any number of available Oblivion
Points. Add 1d6 necrotic damage per Oblivion Point
spent and reduce the creatures movement speed by 5
feet per Oblivion Point spent to a minimum of 0 feet.
Wave of Regret
As an action, spend 2 Oblivion Points to unleash a wave
of pain and suffering. Creatures of your choice within a
15 foot radius centered on you must make a Wisdom
Saving Throw against your Oblivion Save DC, taking
1d10 necrotic damage on a failed save or half as much
on a successful one.
The damage of this ability increases to 2d10 at 10th
level and 3d10 at 18th level.
Withering Strikes
Once per turn, when you hit a creature with a weapon
attack, you can choose to spend 2 Oblivion Points to
give the creature disadvantage on the next attack it
makes before the beginning of your next turn.
If the creature misses the attack made at disadvantage,
it takes necrotic damage equal to your fighter level.

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Fighter: Wraith Knight | Gamingbrew 3


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