"One spark can light the heavens, one soul can shatter eternity!"

Bane Knight

In the dim light of the dungeon, a figure clad in dark, heavy armor emerges. This is the Bane Knight, a formidable warrior whose presence alone seems to drain the strength from your bones. The Bane Knight’s armor is adorned with symbols of doom and despair, and a chilling aura of weakness emanates from them, making even the strongest foes falter.

Their weapon, often a large sword or axe, is not just a tool for dealing damage. It is an instrument of debilitation, each strike sapping the vitality of their enemies, leaving them weaker, slower, and more vulnerable to attacks. The Bane Knight’s strikes are precise and calculated, designed to exploit the weaknesses of their foes and turn the tide of battle.

In a typical tabletop RPG setting, the Bane Knight would be a daunting adversary or a powerful ally. Their abilities make them excellent at controlling the battlefield, weakening enemies for their allies to take down. They could be found leading the charge in a battle, their aura demoralizing the enemy forces, or they could be in the thick of the fight, their debilitating strikes causing chaos among enemy ranks.

The Bane Knight is not just a fighter, but a force of nature on the battlefield, a symbol of inevitable defeat for their enemies. As a player, embodying a Bane Knight would require strategic thinking to best utilize their debuffing abilities, and role-playing opportunities abound in portraying this unique, intimidating character.

Fighter: Bane Knight

The Bane Knight is a subclass of Fighter that focuses on weakening their enemies, sapping their strength, and making them easier targets for their allies.

Bane Knight Features

Fighter Level 3: Aura of Weakness

When you choose this archetype at 3rd level, you emanate an aura of weakening energy. Enemies within 10 feet of you have disadvantage on Strength and Dexterity saving throws.

Fighter Level 7: Debilitating Strike

Starting at 7th level, when you hit a creature with a weapon attack, you can choose to deal an extra 1d8 damage of the weapon’s type and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target has disadvantage on attack rolls and ability checks until the end of your next turn.

Fighter Level 10: Aura of Despair

At 10th level, your Aura of Weakness also imposes disadvantage on enemy attack rolls within its range.

Fighter Level 15: Improved Debilitating Strike

At 15th level, your Debilitating Strike also reduces the target’s speed by half until the end of your next turn on a failed save.

Fighter Level 18: Aura of Doom

At 18th level, your Aura of Weakness extends up to 30 feet, and enemies within this aura have disadvantage on all saving throws.

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