Dark Arts (8/8)Unmend: Action - 60 feet - 2 Well of Darkness Reprisal: Reaction - 60 feet - 2 Well of Darkness Unleash: Action - Self (10 foot radius) - 2 Well of Darkness Power Slash: Action - Touch - 4 Well of Darkness Dark Knight Spell DC = 8 + Prof Mod + CHA Mod |
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FeatsHeavy Armor Master +3 DR vs physical attacks Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.
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Other BonusesSnout: Gain advantage when making perception checks involving the sense of smell. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two handed or versatile property for you to gain this benefit. What Haste Does - Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only lo lake the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. |