Fell Knight

Fell Knights are warriors who embrace an otherworldly darkness in order to gain strength. The typical Fell Knight conducts some dark ritual, binding their weapon and armor to a minor fiend or another shadowy entity. This fell rite represents a willingness to sacrifice their own vitality, and possibly their very souls, to defeat their foes.

Rites of Maleficia

When you choose this archetype at 3rd level, you learn an eldritch ritual that bonds your weapon and armor to a dark power. This ritual takes one hour, and expends 10 gp worth of rare minerals, sulfur, and salt to magically link your equipment with the essence of an evil or mysterious otherworldly entity. The armor bonded in this ritual must be medium or heavy, and the weapon must have either the heavy, two-handed, or versatile property. You can only have one set of bound equipment at a time; if you start a new ritual, the magic from the previous one fades away.

This shadowy rite allows you certain abilities, each called a maleficium, that are fueled by your life pool.

You must be wearing your bonded armor and wielding your bonded weapon in order to use your maleficia.

You learn three maleficia of your choice, which are detailed under “Maleficia” below. Many of these enhance an attack in some way. You can use only one maleficium per attack.

You learn an additional maleficia of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maleficium, or conduct your ritual again, you can also replace one you know with a different one.

Life Pool. You have four life points in your life pool, which represent the contribution of your spiritual energy to the fell ritual. You regain all of your expended life points when you finish a short or long rest. Depleting this pool usually leaves you with some adverse effect; you’ve weakened your life force and the dark power is pulling your soul.

You gain another life point at 7th level, and a sixth at 15th level.

From The Grave

Starting at 3rd level, the prospect of your demise throws the bound dark power into terrible excitement. If you’re wearing your bonded armor, after you roll a death saving throw, roll a d8. Hostile creatures within 30 feet take necrotic damage equal to the roll if you fail the save, and half as much if you pass it. Do not roll the damage if the death saving throw stabilizes you.

The damage dice you roll increases to 2d8 at 10th level, and 3d8 at 18th level.

Dark Armor

When you reach 7th level, your affinity with the entity bonded by your fell ritual manifests in the form of ominous wisps of shadow emitting from your armor.

You add your proficiency bonus to any ability check using the Intimidation skill while wearing your bonded armor. If you are already proficient in Intimidation, you add double your proficiency bonus instead.

In addition, if you are lightly obscured by shadows, you can instead choose to be heavily obscured as the darkness clings to you tightly.

One With Death

Starting at 10th level, as a bonus action, you can have all your weapons deal necrotic damage instead of their normal type until the end of your turn.

Additionally, you gain resistance to necrotic damage.

Deadly Vehemence

At 15th level, you can infuse your attacks with wicked fervor from the bound entity, but the focus on destruction leaves you compromised. As a bonus action, you can allow the dark entity’s essence of viciousness to overwhelm you. Until the start of your next turn, you gain a bonus to your attack and damage rolls equal to twice your current number of life points, but all attack rolls against you have advantage.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Grim Bargain

At 18th level at the end of your turn, if you have no life points left, you can barter for more power by rolling a d20. On a roll of 10 or higher, you can choose to regain 1 life point. If you do so, you are doomed until the next dawn, as the dark entity claims you.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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