Emissary Of The Twilight (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is more powerful than usual, not all campaigns ask your DM before using it


Emissary Of The Twilight[edit]

Children of the night, exemplars of darkness, avatars of the underdark, avatars of shadowfell, these individuals have many names, their nefarious existence only brings chaos and corruption to every place they travel, the Emissary Of The Twilight are born when a baby is influenced by high amounts of corrupt magic or based on a ritual with high sacrifices or being a reincarnation of a dark god.

Creating a Emissary Of The Twilight[edit]

If you play a Emissary Of The Twilight, your highest ability score should be intelligence and your second highest ability score should be dexterity.

Class Features

As a Emissary Of The Twilight you gain the following class features.

Hit Points

Hit Dice: 1d8 per Emissary Of The Twilight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Emissary Of The Twilight level after 1st

Proficiencies

Armor: Light, medium, heavy
Weapons: none
Tools: {{{tools}}}
Saving Throws: Wisdom, Constitution.
Skills: Pick three from Acrobatics, Investigation, Perception, history, Stealth, Survival and religions

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or greatsword or (b) any two simple weapons
  • (a) Explorer's Pack or (b) Burglar's Pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Emissary Of The Twilight

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Heart of Darkness[edit]

At 1st level your inner darkness has finally awakened from its full assimilation giving way to corruption itself through every vein of your body giving you the ability to be immune to curses and all forms of corruption, when you roll your hit point dice you also add intelligence and can add intelligence to all constitution rolls.

When you are in an area with radiant light you have disadvantage to everything you do and when you are in darkness you have advantage, you also gain darkvision of 120 feet and can sense all entrances to the underdark, or shadowfell and your ac is equal to 10 + intelligence and dexterity as long as you have no armor (at 10th level, you can wear armor of any type without losing this feature just replace the 10 with the armor bonus).

Body Forged in Corruption[edit]

In addition, at 1st level, your body, corrupt in form and dark in vice, has been forged with dark energies, granting you the following abilities:

  • When you attack unarmed, you roll a d4 + your Strength and Dexterity.
  • You can add your Dexterity to all your Strength-based rolls.
  • You gain advantage when in darkness.
  • When you reduce necrotic damage instead of taking damage, you regain hit points.
  • You are vulnerable to radiant damage.
  • When you are in radiant light, you have disadvantage on all rolls.
  • All saves you make with subclasses or any other skills have a DC of 10 + your competence bonus + Intelligence.

Let the darkness grow[edit]

At level 2, you have learned to manifest the darkness not only within yourself but also in your surroundings and in your enemies. In the end, darkness manifests itself in all forms. When you start a fight, you start with 0 points of darkness and the maximum is your intelligence bonus + your proficiency + your level. These points increase by 2 when you make an attack action. When you are attacked, they also increase by 2. If you are in a terrain with bright light, you lose 1 per round, but if you are in a terrain with dim light, it increases by 1. If it is in total darkness, it increases by 5 per round. Darkness points are useful for the following options:

Persevere: If you spend 4 points of darkness, you can add your intelligence bonus to a save.

Indestructible: When you are going to be killed either because you are reduced to 0 hit points or you were affected by an instant death spell, you can spend 10 shadow points and save yourself by being 1 hit point away by protecting yourself with shadows, but each time you do this you gain a point of exhaustion.

Condense: You can spend 1 point of darkness to gain a +2 to damage, this ends at the start of your next turn.

Harden: When you are going to reduce an attack, you can spend 1 point of darkness to gain a +2 to AC, this ends at the start of your next turn.

At level 8

Pulse: As a bonus action and spending 4 points, you detect all creatures, objects, traps, or magical things as long as they are in a dimly lit environment within a range of 120 feet.

Massacre: When you deal damage, you can spend 5 points of darkness to multiply the damage dealt. This can only be done once per round

Dark Step: You spend 3 points of darkness and can make a movement that does not generate attacks of opportunity equal to 3 times your walking speed

Gloom: As an action you can create an area of ​​magical darkness of 10 feet for each point of darkness you spend, (if you spend 5 the area will be 50x50 feet)

Execute: If an enemy that was going to fall to 0 hit points is restored to 1 or more you can use 4 points of darkness to make an attack of opportunity against it

Level 10

Rippling: If an enemy has less than half of its life, you can spend 8 points of darkness and all the hits you inflict for this round are critical hits and the damage instead of being doubled is tripled must be used before attacking

Grip: Whenever an enemy casts a spell you can spend 6 points of darkness to make an attack of opportunity if it is within your range or you have a way to attack it

Overcome: If you must make a saving throw you can spend 8 points of darkness to pass the save, you can only do this a number of times equal to your proficiency bonus

Maleficate: When you hit a creature you can spend 6 points of darkness to make it fall under the effects of fear and have a negative penalty equal to your minimum intelligence bonus of -1

Incarnation of Darkness[edit]

At level 3 you embody the reason for your existence as the embodiment of darkness which is divided into 4 paths, each of which gives you the competence with the weapon it gives you since it will be the only weapon you can use. These paths are: The Shadow of a Thousand Swords, The Avatar of the Night, The Predator of the Gloom, The Idol of the Void

Ability Score Increase[edit]

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Immersion[edit]

As your existence dictates, darkness is your only and most faithful friend, giving you passage to the dimension of shadows. At level 6, as a bonus action, you can dive into the world of shadows. While in the shadow dimension, you can teleport to any shadow within 120 feet. While submerged, you cannot attack anyone and cannot be attacked. You can enter the shadow dimension even if you are grappled, restrained, or prone, and you remove these conditions instantly. If you are only going to move without leaving the world of shadows, you move at half your movement.

When you leave the immersion, you have advantage on attacks against enemies and you can only last a maximum of 3 rounds submerged. If time passes, you are automatically expelled and suffer 3d10 force damage. You can only use this ability a number of times equal to your intelligence.

Sworn to darkness, protected by hatred, hated by destruction[edit]

Also at level 6, you gain the ability to steal life energy from your enemies and concentrate it in a well of darkness, becoming as resilient as the monster you are doomed to be. When you deal damage to a creature, half of the damage you deal is stored in the well of darkness. This means that when you take damage, they must first reduce the well of darkness protecting you to 0. If they deal damage to you that exceeds the amount stored in the well, the well is destabilized, and you cannot store more life essence until the beginning of your next turn (this effect does not affect the first round), but you do not take the excess damage.


Awareness and calm[edit]

At level 9 your dark thoughts have been turbulent but after the storm always comes calm even for beings like you, at this level you are immune to fear and the state of enchantment and you cannot be possessed.

Dark Awakening[edit]

When you reach level 10 you are sealed in a cocoon of total and absolute darkness from which no one can see inside and which will take you 8 hours to emerge. When you awaken you will be reborn as a new and divine being, an entity as blasphemous to the gods as it is divine to the dark entities. You have awakened to see the world as a new being, gaining all kinds of new characteristics:

  • If you had a negative condition, a mutilated limb, or any other negative condition, it is cured when you leave the cocoon, leaving all impurities behind
  • Your creature type changes to celestial, causing all creatures of divine nature to view you with hostility, but otherwise you can become someone praised by profane beings
  • When you take a long rest you regain all your darkness points, and when you take a short one, half of them, and when you finish a fight, the darkness points are now maintained. Proving that your new body forged in the same darkness is now able to accept the darkness in its full splendor.
  • You gain a +4 to all your stats that can exceed 20, proving that there is perfection even in the shadows
  • Your light can no longer be illuminated by any means, unless the enemy surpasses you by 4 levels or their challenge rating exceeds you by 4 levels compared to your class level, letting you know that darkness can swallow and sink even the brightest stars
  • When you use the immersion skill you can be immersed for up to 5 rounds instead of 3, proving that little by little the darkness is becoming your home
  • You gain a feat, to mark the difference between you and the mere shadows of those who try to be like you
  • Your subclass weapon gains a unique characteristic granted by the DM, why are they the weapons that will dye the skies black

The God of Darkness Emerges[edit]

Once again you are wrapped in a cocoon of darkness in which you will remain for 24 hours to reach the peak, your true form, to leave your shell of mortality behind and rise as a dark deity, as the great primordial darkness At level 20 you have reached your highest capacity, giving you the power that was always yours:

  • You emerge once again from the cocoon in your perfect form, returning any limbs you have lost and healing any other negative effects you have. But once per week when your hit points reach 0 and you die your body is enclosed in a cocoon and sinks into the dark dimension until you revive. Making it clear that darkness is immortal
  • When you are in a fight the points of darkness you get can exceed the limit, but when the fight is over you lose the extra points and when you get points of darkness you get double. To prove that darkness has no end
  • The power of a dark god runs through your veins, making your blood black as night, plus all your stats gain another +4 that can exceed 20, you become immune to the petrified, incapacitated and stunned state, to mark history as an absolute being
  • Now the world of shadows is your kingdom, you can remain immersed in darkness as long as you want and without repercussions, every shadow will be your way home
  • Your body is able to withstand environments such as the void and shadowfell, in addition to spending 20 points of darkness you can open a portal that goes to those places and the portal remains open until you decide to close it as an additional action, when you are in shadowfell or the void you can say travel to any other plane from there.
  • You rule the beings of darkness, every creature of shadowfell fell below level or challenge 18 obeys your orders and the others are neutral against your existence, because you were born to give a purpose to the darkness and those who inhabit it.
  • You gain another unique ability in your weapon and gain a feat, to make it clear that your power will reap all those who stand against you.

The Shadow of a Thousand Swords[edit]

The shadows of the thousand cuts are demons of the battlefield, the army of one man, the hell of the black flame, born of darkness for war, their goal is chaotic, their purpose is lethal, the dark army advances and does not stop...

The Edge of Darkness[edit]

At 3rd level, you manifest your faithful eternal companion as part of your being. It manifests as the sword called Noctis, a heavy weapon that cannot be wielded by anyone other than you. This weapon deals 2d6 slashing damage and 2d8 necrotic damage. It is also indestructible and can be summoned as a free action.

Voracity: When you take a magic weapon, you can destroy it and give your weapon an ability that the magic weapon had. However, if you destroy a cursed weapon, you regain everything from the weapon, including its damage dice. The curse increases your strength (the DM decides whether or not to give you this curse buff).

At level 6, this weapon becomes uncommon; at level 11, it becomes very rare; and at level 18, it becomes legendary. (At level 20, it becomes an artifact (optional).)

The Flame of the End[edit]

Your soul burns as black as the abyss. This fire is destined to consume everything, bringing everything to the ashes of the end. At level 3, as a bonus action and for 3 points of darkness, you can light your weapon in black flames. When you hit someone with these flames, the enemy suffers 2d10 fire damage and 2d10 necrotic damage, and your weapon goes out after the action. Attack.

At level 7, you can spend double the darkness points to deal 4d10 fire damage and 4d10 necrotic damage.

And at level 10, for every 2 darkness points you spend beyond 6 points, you add an extra d10 of each damage.

Army of One[edit]

At 7th level, you've realized that for war you need allies, and what better ally than darkness to generate hordes of shadows from yourself and sow misery and death. You can spend 3 darkness points to create a shadowy copy of yourself with 25 hit points and your same stats and AC. You have 10 darkness points and can only use subclass abilities. If the shadow's 10 hit points are depleted, it disappears. If the shadow is in an area of ​​bright light more than 120 feet away, it automatically disappears. You can only summon a number of shadows equal to your Intelligence bonus, and their range is limited to 120 feet from you. If they exceed that limit, they disappear, and when they deal damage, the damage is halved.

Infernal Descendant: Divine Black Flame Slash[edit]

At level 11, you've mastered your combat style, harnessing every spark of the all-consuming flame to unleash a cross-slash that devastates everything in its path. To use this ability, you must use the flame of the end and sacrifice a shadow, absorbing its darkness, and perform a cycle of devastation, summarized in this order:

First cut: In a 60-foot cone, everyone must make a Dexterity save. On a failure, they will take your weapon's damage + 6d10 necrotic damage and 6d10 fire damage + 10.

Second cut: In the same 60-foot cone, everyone must reroll their Dexterity save. On a failure, they will take weapon damage + 10d10 fire damage and 10d10 necrotic damage + 20. They also receive a -5 bonus to AC and saving throws.

Deathstab: A stab that extends 10 feet wide and 90 feet long. Enemies within the range must roll once more for Dexterity. If they fail, they suffer damage from all attacks in an attack action. If someone fails all 3 saves, they suffer damage x2.

You can do this equal to your proficiency bonus.

Mirror Shadow[edit]

At 13th level, you have perfected the art of shadow copies for your dark purposes, giving them a near-perfect likeness to confuse weak minds. Your shadows can now speak and share consciousness with you at all times. For someone to discover they are a copy, they must be within 10 feet of it and make an Investigation check and beat your saving throw. Shadows' range also increases from 120 feet to 1 mile.

By spending 15 darkness points, you can swap positions with any shadow as a bonus action.

Doom Requiem[edit]

At level 13, the darkness not only consumes, but also sings its last song to those marked by its touch.

When you strike an enemy with Noctis, you can spend 10 darkness points to mark them with the Seal of Doom for 1 minute. While the enemy is marked:

Shadow Dance: Each time the enemy attempts to move, it takes 3d10 necrotic damage.

Final Wail: If the enemy dies before the seal wears off, it erupts in a whirlwind of shadows, forcing all creatures within 10 feet to make a Constitution saving throw. If they fail, they are cushioned by shadows, their speed halved, and they receive disadvantage on attack rolls for 1 minute.

Dark Requiem: You can consume the seal before it expires to channel it into a single devastating attack. You make an attack with advantage, and if it hits, the target takes additional damage equal to half its missing hit points.

You can only have one enemy marked with this ability at a time.

Infernal Purge[edit]

At 14th level, the black flames don't just destroy; they purify with an eternal burning that erases all traces of existence.

As an action, you can spend 12 darkness points to summon 8 pillars of Black Fire at a point you can see within a 60-foot radius. The pillar has a diameter of 10 feet and rises up to 40 feet, burning with an intensity that defies reality.

Creatures within the area must make a Constitution saving throw.

Success: They take half damage. Failure: They take 6d10 black fire damage, ignoring resistances, and if the target has fire immunity, they instead take necrotic damage. In addition, they are engulfed in the flames for 1 minute. While burning, they: Take 2d10 black fire damage at the start of their turn. They cannot benefit from magical healing. If they die, their body is consumed and disintegrates. The black fire lingers in the area for 1 minute, illuminating it with an ominous glow and distorting reality around them. You can extinguish it as a bonus action.

Eclipse of War[edit]

At level 15, the shadows are no longer mere copies, but a hungry legion of darkness, ready to execute your will on the battlefield.

As an action, you can spend 15 darkness points to summon an Eclipse of War, empowering all the shadows you created with your Army of One ability. For 1 minute, these shadows receive the following enhancements:

Resonance of Darkness: Shadows now deal full damage instead of half. Shadows gain 10 extra points of darkness. Shadow Invasion: Shadows have a 30-foot aura of magical darkness. Collective Rend: If at least three shadows attack a target on the same turn, the target must make a Constitution saving throw or be bled dry by the shadows for 1 minute, taking 5d8 necrotic damage and becoming vulnerable to necrotic damage at the start of their turn. They can only repeat the save if they receive magical healing. Void Form: Shades can become intangible for 1 turn by spending 3 darkness points each. Additionally, while War Eclipse is active, you can sacrifice a shade as a reaction to reduce the damage you would take by 5 darkness points.

You can use this ability once per long rest.

Eyes of the Abyss[edit]

At 16th level, your connection with darkness has deepened to the point where you perceive the world differently, seeing what others cannot.

Beginning at 16th level, you gain the following passive abilities:

Abyssal Sight: You can see through magical darkness as if it were dim light and perceive colors in it. Additionally, your darkvision extends up to 300 feet. Shadow Echoes: You can sense the presence of invisible beings within a 30-foot radius, sensing their essence as distortions in the flow of shadow. This does not reveal their exact form, but it does reveal their location. Penumbra Reading: By touching an object or remaining in a darkened room for at least 1 minute, you can see fragments of past events that occurred at that place or object within the past 7 days, as if the shadows themselves were whispering long-forgotten secrets. (You can use this ability a number of times equal to your Intelligence modifier per long rest.)

Duskblaze[edit]

At 17th level, the black fire burning within your soul has reached its peak, becoming a storm of consuming flames that burns everything to ash.

As an action, you can spend 20 darkness points to unleash a torrent of black fire in a 30-foot radius around you. This blaze consumes everything in its path and has the following effects:

All creatures in the area must make a Constitution save against your class skill DC. On a failure, they take 20d10 black fire damage (ignores fire resistance and counts as magic damage) and are engulfed in netherfire for 1 minute. While ablaze, they take 10d10 black fire damage at the start of each of their turns. On a success, they take half as much damage and are no longer engulfed in flames. The flames generated by this ability cannot be extinguished by normal or magical means, except by yourself or an entity with divine control over fire. If an enemy dies while burning in black fire, their body is completely consumed and they cannot be resurrected except by Wish or divine magic of a similar level. You can use this ability a number of times equal to your Intelligence modifier per long rest.

Throne of Darkness[edit]

At level 18, your bond with Noctis has reached its peak. With a single blow, you unleash the true power of the blade, plunging your foes into a realm of eternal shadows.

By spending 25 darkness points and focusing all the power of the darkness into a single devastating attack, in a 300-foot cone, everyone within that range must make a Constitution save and roll 3d20 and take the lowest die. On a fail, the enemy takes your weapon damage + 20d20 necrotic damage + 10d10 fire damage + 5d8 slashing damage. You then make a second strike where everything above is repeated, but if they failed the first strike, they automatically take the second strike.


The Avatar of the Night[edit]

The Predator of the Gloom[edit]

The Idol of the Void[edit]

The idols of the void are those who were abandoned by everything that existed in the world, only taking comfort and shelter from the void, for better or worse you ended up here, now all you have to do is advance on the darkest path to take your rights to exist.

Absolute Darkness[edit]

at level 3 You have taken the path of concentrating all darkness into yourself, becoming nothing at all, reaching absolute emptiness, giving you the power that lies beyond the veil. You can infuse objects or your own hands with darkness, and you gain 3d6 necrotic damage that increases proportionally to your level (at level 6 it is equal to 4d8, at level 10 it increases to 6d10, and at level 15 it increases to 10d12). If you touch weapons that are not prepared to withstand your nature, they will disintegrate into a dark mace of useless matter after having given them one use.

Stigmatized by the Void[edit]

at level 3 When you make an action to attack an enemy and at least one attack hits, you can spend 5 points of darkness to make the enemy make a save by Charisma or Wisdom. If they fail, they will suffer a curse of your choice, and you will get an increase in power for what is left. In the fight, you can get several increases but the same one cannot be repeated. The marks left by true darkness increase with the level and are the following:

Level 1 Curses

Mark of weakness: this mark appears as if they were black root-shaped tattoos that cover the arms of its victim causing your enemies to have disadvantage on strength tests and saves, in addition to gaining a - 4 to damage and attack.

✦ Dark Blessing: When you inflict this curse you gain advantage on strength tests and saves, in addition to gaining a + 2 to attack and damage.

Mark of Blindness: This mark traces a vertical black line where the eyes go as if it were a cut that makes your enemies blinded, in addition to having disadvantage on wisdom perception checks and having a -4 on perception checks based on hearing

✦ Dark Blessing: When you inflict this mark you will gain 30 feet of blindsight in addition to gaining advantage on wisdom perception checks, and gaining competence and a +2

Mark of the Chain: This mark is traced as if it were a chain on the legs of your enemies, lowering their movement to 5 feet, and if the enemy has any means of flight they automatically fall to the ground suffering fall damage, in addition to leaving disadvantage on all dexterity checks and saves.

✦ Dark Blessing: When you inflict this mark your movement speed doubles and you gain advantage on dexterity checks and saves in addition to being able to walk on vertical walls and ignore difficult terrain.

Level 2 Curses Requirements: Level 10

Curse of Fragility: You leave a horrible mark on your victim's chest in the shape of a spider with no legs at first glance, but internally the mark is on your bones and some organs making you weak to the touch, this mark causes you to become vulnerable to all damage in addition to suffering disadvantage on all Constitution checks and saves, in addition to losing a d6 in the construction statistic

✦ Dark Blessing: When you inflict this mark you reduce by half all damage you receive, and you gain advantage on Constitution checks and saves, on the d6 you roll a d6 and add it to your Constitution until the fight ends

Curse of Mental Rot: A series of dark symbols appear on the victim's forehead, sinking into their skull and corrupting their mind. The creature suffers disadvantage on all Intelligence, Wisdom and Charisma rolls. Additionally, each time the creature attempts to cast a spell, it must succeed on an Intelligence save or lose the spell and take 3d8 psychic damage.

If the creature fails three Intelligence saves in combat, its mind collapses and it enters a permanent state of confusion until it is cured by Greater Restore or similar magic.

✦ Dark Blessing: While this curse is active, you gain resistance to psychic damage, immunity to being stunned, and the ability to cast Detect Thoughts and Domain Person without expending resources at will.

Curse of Withering: The victim's skin cracks and withers like a plant without water, while its life essence dissipates into the air. At the start of its turn, it takes 6d10 necrotic damage, and the victim cannot regain hit points by any means while this curse is in effect.

If the creature dies under this curse, its body collapses into black dust and it cannot be resurrected except by true resurrection, Wish, or divine intervention.

✦ Dark Blessing: While this curse is active, you absorb the life essence of the cursed. Whenever you deal necrotic damage, you recover half of that damage in hit points. Additionally, you gain resistance to radiant damage and paralysis.

Level 3 Curses Level 15 Requirement

Curse of Endless Agony: The victim's body is enveloped by a liquid shadow that seeps into their flesh and nerves, turning every movement into an unbearable torment. It leaves a mark all over your body as if they were burns and the longer you suffer from this curse, the more incomprehensible patterns of permanent scars will be left.

Every time the creature performs an action, reaction, or movement, it suffers 8d12 necrotic damage. It cannot benefit from resistance or immunity to pain, and suffers disadvantage on all attack rolls, checks, and saves due to extreme suffering. If it falls to 0 hit points while under this curse, it cannot be stabilized and automatically dies on its next turn, with no possibility of conventional resurrection.

✦ Dark Blessing: While this curse is active, any enemy that attacks you in melee takes double the damage they deal to you in the form of necrotic energy.

Curse of the Devastating Abyss: The victim is marked with a crack in their chest, from which a vortex of void begins to slowly devour them, absorbing everything around them, creating a controlled entrance to oblivion itself.

Each turn, the creature suffers 6d12 necrotic damage and loses 2d6 maximum hit points permanently. If the creature attempts to move, any creature within 15 feet of it is pulled 10 feet toward it, as if the Void were trying to swallow them up as well. If it dies under this curse, a 30-foot-radius hole appears in its place, devouring everything in that area and sending it into the Absolute Void, where nothing can ever be recovered.

✦ Dark Blessing: While this curse is active, your body becomes an extension of the Void, gaining resistance to physical damage (bludgeoning, slashing, and piercing), regardless of its source. You can pass through solid objects and walls as if you were a shadow, and if you touch an enemy they must make a Wisdom save, and on a failed save you can drag them with you into the darkness, leaving them trapped in a plane of nightmares for 1d6 turns. You can only use this banishment once per long rest.

Curse of Infinite Degradation: This curse creates unreadable inscriptions that shift and move across the victim's body, degrading, rotting, corrupting until nothing remains.

When this curse causes the enemy at the beginning of their turn to lose their defenses so that if they have an immunity, they turn it into resistance and so on until it disappears and they move on to the next one, if the enemy no longer has immunities or resistance they begin to reduce their statistics by a d6 until they reach 1 and jump to the next one, starting with strength and ending with charisma

✦ Dark Blessing: Your body becomes an absolute conduit of the Void, covering itself with the same impossible inscriptions that mark your enemies, but instead of destroying you, they elevate you above reality itself.

For each stat that your curse degrades in an enemy, you gain a +2 increase in the same stat until the end of combat.

If a creature dies under this curse, its essence fuses with you, restoring all your hit points and allowing you to steal one of its abilities for 24 hours.


Tribute to the Abyss[edit]

At 7th level you can sacrifice your black blood to the void, causing threads of darkness to emerge from the void to cover parts of your body like tight bandages. You can roll 4d4 and subtract the result from your maximum life and also put it into a statistic, you can do this a number of times equal to your proficiency bonus and it can only be done once per statistic.


Living Nightmare[edit]

At 11th level your body becomes an extension of the Void, taking on impossible and terrifying shapes as darkness devours reality around you. Your shadow is no longer just a projection: it is a formless beast, an ocean of teeth, eyes and claws that devour everything in its path.

You can manifest from your shadow with 10 points of darkness an amorphous and horrible mass of darkness tentacles, eyes and teeth, giving you 4 extra attacks that do 10d6 + plus your intelligence, to maintain it you must spend 2 points of darkness per turn. When you invoke this all enemies must make a wisdom save and become frightened and paralyzed until their next turn in case of failure, if they pass it successfully they are immune for 24 hours.

You can also shape darkness for simple things without spending darkness points, but if you want to make something precise like a darkness weapon or replace an arm with a darkness one in case of temporary amputation you must spend 4 darkness points.

Abyssal Resurgence[edit]

At 13th level, your existence becomes even more entwined with the depths of darkness, allowing you to regenerate and fuel your power with the desperation of those around you.

When you start your turn with half or fewer of your maximum hit points, you regain a number of hit points equal to your Intelligence + your Emissary of Twilight level. If you are in dim light or total darkness, this regeneration is doubled. In addition, when you reduce an enemy to 0 hit points, you regain 4 points of darkness and can choose to absorb its essence. If you do, you gain advantage on your next attack and increase your speed by 10 feet until the end of your next turn.


Veil of Shadows[edit]

At 14th level, with your deep connection to dark forces, you gain the ability to envelop your enemies and allies in a cloak of deceptive shadows. By invoking this ability, you become a master of deception, creating a shadowy environment that distorts perception and plunges those who venture within into a maelstrom of confusion and despair.

Cost: When using this ability, you must spend 4 darkness points.

As an action, you choose an area up to 30 feet in diameter that you can see. In an instant, the shadows in the environment intensify and seem to come to life, engulfing everything around them. You can create an illusion that takes the form of an object, creature, or landscape that evokes terror or despair. The illusion is so compelling that it affects not only vision, but also the emotions of those who behold it, creating a deep sense of unease.

Any creature that enters or interacts with the illusion must make a Wisdom saving throw. On a failed save, the creature is trapped in the illusion, unable to distinguish between reality and fiction for the duration. Illusions can take terrifying forms, such as the appearance of a feared enemy, the vision of a loved one in danger, or distorted landscapes that seem to drive one to madness.

The illusion can instigate a sense of hopelessness in enemies, forcing them to make irrational decisions or doubt their own perception of reality.

Chaos: Turn the battlefield into a place of confusion and mistrust, causing enemies to face terrifying visions of their worst fears, destabilizing their morale.

Manipulation: You can use the illusion to create lethal distractions, such as making it appear that an ally is under attack, which can open up opportunities for sneak attacks or strategic escapes.

You can use this ability a number of times equal to your Intelligence modifier (minimum 1), and you regain all applications after a long rest.


Umbra's Embrace[edit]

At 15th level, by mastering the essence of darkness, you can wrap yourself in a cloak of shadows that acts as a protective refuge against the threats of the world. This ability allows you to protect not only yourself but also those you choose, creating a barrier of darkness that absorbs damage and mitigates impending danger.

As an action, you can create a 30-foot-radius area of ​​protection centered on you. This space is engulfed in darkness, automatically banishing all enemies from the area.

This area counts as magical darkness, and if an enemy attacks, they must make a Dexterity save. If they fail, their attack fails automatically, and if it's an attack that generates any type of saving throw, those in the impact area automatically pass. If they pass the Dexterity save, the attack functions normally, but the damage taken is halved.

Activating this ability costs 5 Darkness points, and keeping it active costs 5 Darkness points per round. Also while you are using this ability you are incapacitated and can only concentrate on this ability until you run out of points or cancel it as a bonus action and you can only use it once per short rest

Lingering Shadows[edit]

At 16th level, darkness has become an extension of your being, following you even in moments of calm. Wherever you walk, shadows seem to lengthen, gently enveloping your form and responding to your will in subtle but undeniable ways.

Shadowstep: Your silhouette is harder to perceive in dim light. While in shadow or dim light, you gain advantage on Stealth checks.

Whispers of the Void: You can project your voice through shadows. If you are in a dark area or with nearby shadows, you can whisper, and your voice will be heard from any shadow within 30 feet.

Dark Echoes: When you remain still for at least one minute in a dark area, the shadows around you mimic your presence. The first time someone attacks you without knowing exactly where you are, they must succeed on a Wisdom check, or they will attack the illusion instead of you.

Void Embrace[edit]

At level 17, your connection to darkness has reached a point where its presence envelops you almost naturally. The shadows not only conceal you, but seem to protect you, absorbing some of the damage and blurring your existence into the gloom.

Dazzling Shadow: When you take damage for the first time in combat, the shadows absorb part of the impact, negating the damage by an amount equal to your Intelligence modifier (minimum 1).

Blurred Form: While you are in gloom or complete darkness, attacks against you have disadvantage, and the first time an enemy attacks you, they automatically miss.

Umbral Persistence: If you are knocked unconscious, your body fades into a pall of shadows for a number of rounds equal to your Intelligence modifier. During this time, you cannot be physically affected until the shadows dissipate and your body rematerializes.

Malleus Maleficarum[edit]

At 18th level, you have the absolute right and power of the void to decree the utter doom of your enemies, marking them with a destiny beyond absolute death.

As an action, and by spending 20 darkness points, you can force your enemies to make a Wisdom saving throw, rolling 3d20 and choosing the lower result. If they fail, they suffer all of their curses. You can only use this ability once per long rest.