Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Dark Knight v0.

Dark Knight
Serve… Save… Slave… Slay…. I've sins aplenty, aye. But regrets, not so much. I've
accepted my darkness, while you squander abiding by a false light. Pathetic…

KEY ABILITY
HIT POINTS
INITIAL PROFICIENCIES
Constitution 12 plus your Constitution modifier. At 1st level, you gain the listed
proficiency ranks in the following
At 1st level, your class gives you an You increase your maximum number statistics. You are untrained in
ability boost to Constitution of HP by this number at 1st level and anything not listed unless you gain
every level thereafter. a better proficiency rank in some
other way.
DURING COMBAT ENCOUNTERS…
You use your own life force to summon the powers of the darkness within PERCEPTION
you to slay your enemies. Trained in Perception

DURING SOCIAL ENCOUNTERS… SAVING THROWS


You ensure that you get what using any measures necessary… Expert in Fortitude

Trained in Reflex

WHILE EXPLORING Expert in Will


You listen to the darkness and keep a watchful eye for when to release it.

IN DOWNTIME… SKILLS
Trained in a number of skills equal
You might meek out vigilante justice, or just plain old killing.
to 4 plus your Intelligence modifier
YOU MIGHT…
Have a deep well of hatred to society. ATTACKS
Prefer using less than humane methods. Trained in simple and martial
Say things that would disturb most. weapons

Trained in unarmed attacks

OTHERS PROBABLY…  
Think you're a menace to society.
Fear you and your methods. DEFENSES
Believe you won't show mercy to your enemies. Trained in unarmored defense

Trained in light, medium, and heavy


armor

CLASS DC
Trained in arcane spell attacks

Trained in arcane spell DCs


Dark Knight v0.5

TABLE 1-1: DARK KNIGHT ADVANCEMENT well of darkness


Your Dark Knight Features Darkness spells are a type of focus spell. It costs 1
Level
focus Point to cast a focus spell, and you start with an
1 Ancestry and background, initial proficiencies,
syphon strike, well of darkness empty focus pool with a focus pool size of 1 focus
2 Skill feat, dark knight feat point. You refill your focus pool by using specific feats
3 General feat skill increase, souleater and abilities, and you can not regain 1 focus Point by
4 Skill feat, dark knight feat spending 10 minutes using the Refocus. If you ever
Ability boosts, ancestry feat, skill increase, weapon gain more focus points than your pool can hold, you
5 expertise lose all focus points and take damage equal to your
6 Skill feat, dark knight feat focus point amount x your Constitution modifier.
7 General feat , grit, skill increase, weapon Your focus points are lost when the battle is over.
specialization
8 Skill feat, dark knight feat Focus spells are automatically heightened to half your
Ancestry feat, darkness expertise, juggernaut, skill level rounded up, much like cantrips. Focus spells
9 increase, overbearing will don’t require spell slots to cast, and you can’t cast
10 Ability boosts, skill feat, dark knight feat them using spell slots. Selecting dark knight feats can
Armor expertise, blood weapon, general feat, skill give you more focus spells and increase the size of
11 increase your focus pool, though your focus pool can never
12 Skill feat, dark knight feat hold more than 3 points. Since your key ability is
13 Ancestry feat, lightning reflexes, skill increase, Constitution, your spell attack rolls and spell DCs use
weapon mastery
your Constitution modifier.
14 Skill feat, dark knight feat
15 Ability boosts, general feat, greater weapon
specialization, living dead, skill increase
class feats 2nd
At 2nd level and every 2 levels thereafter, you gain an
16 Skill feat, dark knight feat
class class feat.
17 Ancestry feat, blackest night, darkness mastery,
skill increase, undeniable will
18 Skill feat, dark knight feat
skill feats 2nd
19 general feat, living shadow, skill increase At 2nd level and every 2 levels thereafter, you gain a
20 Ability boosts, skill feat, dark knight feat skill feat. You must be trained or better in the
corresponding skill to select a skill feat.
Dark Knight features
You gain these abilities as a class. Abilities gained at general feats 3rd
higher levels list the requisite levels next to their At 3rd level and every 4 levels thereafter, you gain a
names. general feat.

ancestry and background skill increases 3rd


In addition to the abilities provided by your class at At 3rd level and every 2 levels thereafter, you gain a
1st level, you have the benefits of your selected skill increase. You can use this increase to either
ancestry and background. become trained in one skill you're untrained in, or
become an expert in one skill in which you're already
initial proficiencies trained.
At 1st level, you gain a number of proficiencies that
At 7th level, you can use skill increases to become a
represent your basic training. These proficiencies are
master in a skill in which you're already an expert,
noted at the start of this class.
and at 15th level, you can use them to become
syphon strike legendary in a skill in which you're already a master.

You gain the syphon Strike action. Souleater 3rd


SYPHON STRIKE You gain the Souleater focus spell.

ATTACK NECROMANCY NEGATIVE

Make a melee Strike against a living creature, if this


Strike reduces their hitpoints to 0 you gain a focus
point. Whenever you use this ability you lose hit
points equal to your level.
Dark Knight v0.5

ability boosts 5th blood weapon 11th


At 5th level and every 5 levels thereafter, you boost You gain the blood weapon focus spell.
four different ability scores. You can use these ability
boosts to increase your ability scores above 18. lightning reflexes 13th
Boosting an ability score increases it by 1 if it's Your reflexes are lightning fast. Your proficiency rank
already 18 or above, or by 2 if starts out below 18. for Reflex saves increases to expert.

ancestry feats 5th weapon mastery 13th


In addition to the ancestry feat you started with, you You fully understand your weapons. Your proficiency
gain an ancestry feat aat 5th level and every 4 levels ranks for simple and martial weapons increase to
thereafter. master.

weapon expertise 5th greater weapon specialization 15th


You’ve dedicated yourself to learning the intricacies of Your damage from weapon specialization increases to
your weapons. Your proficiency ranks for simple 4 with weapons and unarmed attacks in which you’re
weapons and martial weapons increase to expert. an expert, 6 if you’re a master, and 8 if you’re
legendary.
grit 7th
You gain resistance against necrotic and negative living dead 15th
damage equal to your level + your Constitution You gain the living dead focus spell.
modifier.
blackest night 17th
weapon specialization 7th You gain the blackest night focus spell.
You’ve learned how to inflict greater injuries with the
weapons you know best. You deal 2 additional
darkness mastery 17th
damage with weapons and unarmed attacks in which Your proficiency ranks for arcane spell attack rolls
you are an expert. This damage increases to 3 if you’re and spell DCs increase to master.
a master, and to 4 if you’re legendary.
undeniable will 17th
darkness expertise 9th Your proficiency rank for Will saves increases to
Your proficiency ranks for arcane spell attack rolls legendary. When you roll a success at a Will save, you
and spell DCs increase to expert. get a critical success. When you roll a critical failure at
a Will save, you get a failure instead. When you roll a
juggernaut 9th failure on a Will save against a damaging effect, you
Your body is accustomed to physical hardship and take half damage.
resistant to ailments. Your proficiency rank for
Fortitude saves increases to master. When you roll a
living shadow 19th
success on a Fortitude save, you get a critical success You gain the living shadow focus spell.
instead.
Dark Knight feats
overbearing will 9th At every level you gain a dark knight feat. You can
select one of the following feats. You must satisfy any
Your proficiency rank for Will saves increases to
prerequisites before selecting the feat.
master. When you roll a success on a Will save, you
get a critical success instead.

armor expertise 11th


You have spent so much time in armor that you know
how to make the most of its protection. Your
proficiency ranks for light, medium, and heavy armor,
as well as for unarmored defense, increase to expert.
You gain the armor specialization effects of medium
and heavy armor.
Dark Knight v0.5

1st level LUNGE FEAT 2


POWER ATTACK FEAT 1 DARK KNIGHT

DARK KNIGHT FLOURISH  


Requirments You are wielding a melee weapon
Extending your body to its limits, you attack an enemy
You unleash a particularly powerful attack that
that would normally be beyond your reach. Make a
clobbers your foe but leaves you a bit unsteady. Make
Strike with a melee weapon, increasing your reach by
a melee Strike. This counts as two attacks when
5 feet for that Strike. If the weapon has the disarm,
calculating your multiple attack penalty. If this Strike
shove, or trip trait, you can use the corresponding
hits, you deal an extra die of weapon damage. If you’re
action instead of a Strike.
at least 10th level, increase this to two extra dice, and
if you’re at least 18th level, increase it to three extra SHADOW WALL FEAT 2
dice. DARK KNIGHT NECROMANCY NEGATIVE

SUDDEN CHARGE FEAT 1 You gain the Shadow Wall focus spell.
DARK KNIGHT FLOURISH OPEN  
4th level
With a quick sprint, you dash up to your foe and
DEATH'S GRASP FEAT 4
swing. Stride twice. If you end your movement within
melee reach of at least one enemy, you can make a DARK KNIGHT NECROMANCY NEGATIVE

melee Strike against that enemy. You can use Sudden You gain the Death's Grasp focus spell.
Charge while Burrowing, Climbing, Flying, or
EDGE OF DARKNESS FEAT 4
Swimming instead of Striding if you have the
corresponding movement type. DARK KNIGHT NECROMANCY NEGATIVE

You gain the Edge of Darkness focus spell.


UNMEND FEAT 1
DARK KNIGHT NECROMANCY NEGATIVE KNOCKDOWN FEAT 4
You gain the Unmend focus spell. DARK KNIGHT FLOURISH  

Prerequisites trained in Athletics


UNLEASH FEAT 1
You make an attack to knock a foe off balance, then
DARK KNIGHT NECROMANCY NEGATIVE
follow up immediately with a sweep to topple them.
You gain the Unleash focus spell. Make a melee Strike. If it hits and deals damage, you
can attempt an Athletics check to Trip the creature
2nd level
you hit. If you’re wielding a two-handed melee
FLOOD OF DARKNESS FEAT 2 weapon, you can ignore Trip’s requirement that you
DARK KNIGHT NECROMANCY NEGATIVE
have a hand free. Both attacks count toward your
multiple attack penalty, but the penalty doesn’t
You gain the Flood of Darkness focus spell.
increase until after you’ve made both of them.
INTIMIDATING STRIKE FEAT 2
QUICK REVERSAL FEAT 4
DARK KNIGHT EMOTION FEAR MENTAL  
DARK KNIGHT FLOURISH PRESS  
Your blow not only wounds creatures but also shatters
You turn your foes’ flanking against them with a quick
their confidence. Make a melee Strike. If you hit and
reverse. Make a melee Strike against one of the
deal damage, the target is frightened 1, or frightened 2
flanking enemies and make a second Strike with the
on a critical hit.
same weapon or unarmed attack against a different
enemy that is flanking you. This second Strike has the
same multiple attack penalty of the initial attack and
doesn’t count toward your multiple attack penalty.
Dark Knight v0.5

6th level DISORIENTING OPENING FEAT 8


ATTACK OF OPPORTUNITY FEAT 6 DARK KNIGHT

DARK KNIGHT
Prerequisites Attack of Opportunity
You use your foes’ openings to expose even greater
Trigger A creature within your reach uses a
weaknesses. When you hit a creature as part of an
manipulate action or a move action, makes a ranged
Attack of Opportunity, that creature becomes flat-
attack, or leaves a square during a move action it’s
footed until the start of your next turn.
using.
You lash out at a foe that leaves an opening. Make a IMPROVED SYPHON STRIKE FEAT 8
melee Strike against the triggering creature. If your DARK KNIGHT NECROMANCY NEGATIVE
attack is a critical hit and the trigger was a manipulate
The hit points lost is equal to your level - your
action, you disrupt that action. This Strike doesn’t
Constitution modifier (to a minimum of 1). Additionally,
count toward your multiple attack penalty, and your
whenever you deal damage to a creature, you gain a
multiple attack penalty doesn’t apply to this Strike.
focus point.
BLACKBLOOD FEAT 6
SENSE DEATH FEAT 8
DARK KNIGHT
DARK KNIGHT
Increase your focus pool size by 1.
You can 4th level detect magic at will, but you can
FURIOUS FOCUS FEAT 6 only detect magic from the necromancy school.
DARK KNIGHT
10th level
Prerequisites Power Attack
ABYSSAL DRAIN FEAT 10
You’ve learned to maintain your balance even when
swinging furiously. When you make a Power Attack DARK KNIGHT NECROMANCY NEGATIVE

with a melee weapon you’re wielding in two hands, it You gain the Abyssal Drain focus spell.
counts as one attack toward your multiple attack
CARVE AND SPIT FEAT 10
penalty instead of two.
DARK KNIGHT FLOURISH  
SHATTER DEFENSES FEAT 6
You make three Strikes on a single target, you do not
DARK KNIGHT PRESS
add your multiple attack penalty until after the three
Your offense exploits your enemy’s fear. Make a melee Strikes. If all three Strikes are successful, you gain a
Strike against a frightened creature. If you hit and deal focus point. You are fatigued until the start of your
damage, the target becomes flat-footed until its next turn.
frightened condition ends.

ENHANCED BLACKBLOOD FEAT 10


If the target was already flat-footed to you when you
damaged it with this Strike, it can’t reduce its DARK KNIGHT

frightened value below 1 until the start of your next Prerequisites Blackblood
turn. Increase your focus pool size.

8th level FEARSOME BRUTE FEAT 10


DARK MIND FEAT 8 DARK KNIGHT

DARK KNIGHT NECROMANCY NEGATIVE


Fear makes your foes weak and more vulnerable to
your attacks. You gain a circumstance bonus to
You gain the Dark Mind focus spell.
damage rolls for Strikes against frightened creatures.
The bonus is equal to double the target’s frightened
value.

If you have master proficiency in Intimidation,


increase the bonus to triple the target’s frightened
value.
Dark Knight v0.5

12th level DETERMINATION FEAT 14


BLOODSPILLER FEAT 12 CONCENTRATE DARK KNIGHT

DARK KNIGHT NECROMANCY NEGATIVE


Frequency once per day
Your training allows you to shrug off your foes’ spells
You gain the Bloodspiller focus spell.
and conditions when the need is dire. Choose a single
DELIRIUM FEAT 12 nonpermanent spell or condition that is affecting you.
DARK KNIGHT NECROMANCY NEGATIVE
If you chose a condition, its effect on you ends. If you
chose a spell, attempt to counteract the spell (your
Prerequisites Blackblood
counteract level is equal to half your level, rounded up,
Frequency Once per hour
and you attempt a Will save as your counteract
You gain 1 focus point but lose hit points equal to half
check).

your level - your Constitution modifier (to a minimum


This doesn’t remove any Hit Point damage normally
of 1).
dealt by the spell or condition, and it doesn’t prevent
SALTED EARTH FEAT 12 the spell or debilitating effect from affecting other
DARK KNIGHT NECROMANCY NEGATIVE
allies or the environment around you. It can’t remove
an ongoing affliction or prevent such an affliction from
You gain the Salted Earth focus spell.
inflicting conditions on you later. It can’t remove
SPRING ATTACK FEAT 12 conditions from the situation (such as prone or
DARK KNIGHT PRESS
flanked). If the effect comes from a creature, hazard, or
item of 20th level or higher, Determination can’t
Requirements You are adjacent to an enemy.
remove its effect on you.
Springing away from one foe, you Strike at another.
Stride up to your Speed, but you must end that STALWART SOUL FEAT 14
movement within melee reach of a different enemy. At DARK KNIGHT NECROMANCY NEGATIVE
the end of your movement, make a melee Strike
You gain the Stalwart Soul focus spell.
against an enemy now within reach. You can use
Spring Attack while Burrowing, Climbing, Flying, or QUIETUS FEAT 14
Swimming instead of Striding if you have the DARK KNIGHT NECROMANCY NEGATIVE
corresponding movement type.
You gain the Quietus focus spell.
14th level
16th level
DESPERATE FINISHER FEAT 14
ENHANCED DELIRIUM FEAT 16
DARK KNIGHT
DARK KNIGHT NECROMANCY NEGATIVE
Trigger You complete the last action on your turn, and
Prerequisites Delirium
your turn has not ended yet.
You can gain 2 focus points instead of 1 when you use
Requirements You meet the requirements to use an
Delirium.
action with the press trait.
You throw everything into one last press. Use a single FLOOD OF SHADOW FEAT 16
action that you know with the press trait as part of DARK KNIGHT NECROMANCY NEGATIVE
Desperate Finisher. You forgo the ability to use Prerequisites Flood of Darkness
reactions until the start of your next turn.
You can use Flood of Darkness as a focus cantrip but it
is heightened to half your spell level.
Dark Knight v0.5

OVERWHELMING BLOW FEAT 16 EDGE OF SHADOW FEAT 18


DARK KNIGHT DARK KNIGHT NECROMANCY NEGATIVE

You throw your weight into a powerful attack that You can use Edge of Darkness as a focus cantrip but it
leaves you vulnerable. Make a melee Strike. This is heightened to half your spell level.
counts as three attacks when calculating your multiple
20th level
attack penalty. If this Strike hits, you get a critical hit.
If you roll a critical hit, your attack also gains the ABYSSAL KNIGHT FEAT 20
deadly d12 trait. Whether or not you hit, you become DARK KNIGHT NECROMANCY NEGATIVE
stunned 1 and are flat-footed until the start of your
You are permanently quickened, you can use the extra
next turn.
action to Syphon Strike, or use a focus spell.
SHIELDING DARKNESS FEAT 16
DARK MISSIONARY FEAT 20
DARK KNIGHT
DARK KNIGHT NECROMANCY NEGATIVE
Trigger Your turn begins, you have at least 1 focus
point, and you are at half or fewer Hit Points You gain the Dark Missionary focus spell.
You gain temp hp equal to your level + your TRUE DARKNESS FEAT 20
Constitution modifier. This bonus lasts as long as you DARK KNIGHT NECROMANCY NEGATIVE
have focus points in your focus pool.
Prerequisites Enhanced Delirium, Enhanced
18th level Blackblood
Whenever you use Delirium you can regain 3 focus
DARK ARTS FEAT 18
points instead of 1.
DARK KNIGHT NECROMANCY NEGATIVE

Whenever you use a darkness focus spell, you gain a


circumstance bonus to damage equal to the spell's
level.

DARKNESS FORM FEAT 18


DARK KNIGHT NECROMANCY NEGATIVE

You gain a +10 status bonus to your Speed, and all


your attacks deal negative damage. Your Syphon
Strike does not drain any hit points from you while
you are in this form, this form lasts for 1 minute.
Dark Knight v0.5

Focus Spells DARK MIND DARKNESS FOCUS SPELL 4


ABYSSAL DRAIN DARKNESS FOCUS SPELL 5 CONCENTRATE ENCHANTMENT NECROMANCY NEGATIVE  

EVOCATION NECROMANCY NEGATIVE   Cast verbal


Cast somatic, verbal Range 30 feet; Targets 1 creature
Range 30 feet; Trigger You or an ally within range attempt a saving
Area 10 ft radius throw against a spell or magical effect, before
All creatures within the area make a Fortitude saving rolling.
throw against your spell DC. You gain a +1 circumstance bonus to your saving
throw against the triggering spell or magical effect.
Critical Success Nothing happens Heightened (6th) The bonus is +2.
Success The damage is halved. Heightened (8th) The bonus is +3.
Failure They take 10d6 negative damage, and you gain
hit points equal to their hit points lost. DARK MISSIONARY DARKNESS FOCUS SPELL 10
Critical Failure As failure, but the damage is doubled. ABJURATION NECROMANCY NEGATIVE  

Cast somatic, verbal


BLACKEST NIGHT DARKNESS FOCUS SPELL 8
Area 15 ft emanation
ABJURATION NECROMANCY NEGATIVE  
Duration sustained up to 1 minute
Cast verbal All allies within the area gain resistance against any
Range 30 ft; Targets You and 1 ally within 30 feet of spell or magical effect equal to your Constitution
you modifier.
Duration Until the start of your next turn.
You erect a barrier that absorbs damage. You and your DEATH'S GRASP DARKNESS FOCUS SPELL 2
ally gain temp hp equal to half your level. ABJURATION NECROMANCY NEGATIVE  

Heightened (10th) The temp hp is equal to your level + Cast verbal


your Constitution modifier Area 5 ft emanation
Duration sustained up to 1 minute
BLOODSPILLER DARKNESS FOCUS SPELL 6
Whenever a creature within range is reduced to 0 hit
NECROMANCY NEGATIVE TRANSMUTATION  
points, you gain 5 hit points. If 3 creatures are reduced
Cast somatic, verbal to 0 hit points before the spell ends, you gain a focus
Range touch; Targets 1 creature point.
Make a melee spell attack, if it hits the target takes Heightened (+2) The hit points gained increases by 5.
5d6 persistent damage.
Heightened (+2) The persistent bleed damage EDGE OF DARKNESS DARKNESS FOCUS SPELL 2
increases by 1d6. EVOCATION NECROMANCY NEGATIVE  

Cast somatic, verbal


BLOOD WEAPON DARKNESS FOCUS SPELL 5
Range touch; Targets 1 creature
NEGATIVE TRANSMUTATION  
Make a melee spell attack, if it hits you deal 3d12
Cast somatic negative damage.
Range touch; Targets 1 melee weapon Heightened (+1) The negative damage increases by
Duration sustained up to 1 minute. 1d12
Your weapon deals an extra 1d4 necrotic damage, you
gain hit points equal to the necrotic damage
Heightened (+1) increase the necrotic damage by 1d4.
Dark Knight v0.5

FLOOD OF DARKNESS DARKNESS FOCUS SPELL 1 SALTED EARTH DARKNESS FOCUS SPELL 6
EVOCATION NECROMANCY NEGATIVE   NECROMANCY NEGATIVE

Cast somatic, verbal Cast verbal


Area 30 ft line Range 30 feet
Saving Throw basic Reflex Area 10 ft burst
A line of tendrils grow from the ground to entrap Duration 1 minute
enemies. On a failed save, deal 1d8 negative damage You create a patch of earth that weakens your all
and gain the immobilized condition. It can attempt to creatures. Any creature that starts it's turn or moves
Escape against your spell DC to remove the penalty into the area must attempt a Will save. On a failure,
and the immobilized condition. they are enfeebled 1, clumsy 1, or stupefied 1 (your
Heightened (+1) The negative damage increases by choice).
1d8. Heightened (8th) The value increase to 2 (eg. clumsy
2).
LIVING DEAD DARKNESS FOCUS SPELL 7
Heightened (10th) The value increase to 3 (eg. clumsy
NECROMANCY NEGATIVE   3).
Cast somatic
SHADOW WALL DARKNESS FOCUS SPELL 1
Trigger You would be reduced to 0 Hit Points but not
immediately killed. ABJURATION NECROMANCY NEGATIVE  

You avoid being knocked out and remain at 1 Hit Point, Cast verbal
and your wounded condition increases by 1. Range 30 feet; Targets 1 creature
Heightened (9th) You gain hit points equal to your You create a wall of darkness that protects 1 creature
level + your Constitution modifier. in range. They gain a circumstance bonus to AC and
gain resistance 5 for 1 round.
LIVING SHADOW DARKNESS FOCUS SPELL 9
Heightened (+2) The resistance increases by 5.
CONJURATION NECROMANCY NEGATIVE  
SOULEATER DARKNESS FOCUS SPELL 1
Cast somatic, verbal
Range 30 feet ATTACK NECROMANCY NEGATIVE

Duration 10 minutes Cast somatic, verbal


You create a shadow that resembles you and fights for Range touch; Targets 1 living creature
you. Your shadow has all your stats and abilities, Make a melee Strike. On a hit, the target takes 2d12
except it can not cast focus spells, it's hp is half of necrotic damage. You gain half the damage dealt as
yours, it has weakness 10 to radiant or positive HP, and the target becomes immune to souleater for 1
damage, it's initiative is after yours, and it's attacks minute.
deal necrotic or negative damaged which should be Heightened (+1) The damage increases by 1d12.
determined when the shadow is created.
STALWART SOUL DARKNESS FOCUS SPELL 7
Heightened (10th) Living shadow's duration increases
to 1 hour. CONJURATION NECROMANCY NEGATIVE  

Cast somatic, verbal


QUIETUS DARKNESS FOCUS SPELL 7 Area 10 ft emanation
NECROMANCY NEGATIVE TRANSMUTATION  
All creature within the are must attempt a Reflex save.
Cast somatic, verbal On a failure, it is immobilized for 1 round.
Area 5 ft emanation Heightened (10th) The immobilized condition lasts 3
All creatures in the emanation must make a Fortitude rounds
save. On a failure they take 4d8 persistent bleed
damage.
Heightened (9th) The persistent bleed damage
increases by 1d8.
Dark Knight v0.5

UNLEASH DARKNESS FOCUS CANTRIP


CANTRIP CONJURATION NECROMANCY NEGATIVE  

Cast somatic, verbal


Area 5 ft emanation
You unleash dark tendrils from the ground to attack all creatures around you. Every creature in a 5 foot
emanation must make a Fortitude save against your spell DC, on a failed save they take 1d4 negative damage
and are flat-footed until they attack you.
Heightened (+1) The negative damage increases by 1d4.

UNMEND DARKNESS FOCUS CANTRIP


CANTRIP CONJURATION NECROMANCY NEGATIVE  

Cast somatic, verbal


Range 30 feet; Targets 1 creature
You hurl a ball of darkness at a creature in range. Make a spell attack roll against the target. If you hit, you deal
negative damage equal to 1d6 plus your spellcasting ability modifier. The target is also enfeebled until it attacks
you.
Heightened (+1) The negative damage increases by 1d6.

You might also like