Jsk Dark Knight

Shroud
At 3rd level, you can use your bonus action to enshroud your body with a cloak of negative energy. While shrouded, you gain the following Effects. When you use this feature, you gain 10 dark tokens. These tokens are not physical, and represent your ability to remain shrouded. At the start of each of your turns, you lose 1 dark token and maintain your shroud. If you start your turn with 0 dark tokens, your shroud ends. You can end your shroud early using your bonus action, losing all dark tokens in the process. While shrouded, each time you take radiant damage you lose 1 dark token. If radiant damage causes you to lose your last dark token, you are stunned until the end of your next turn. You can use this feature twice, and you regain any expended uses when you finish a long rest. The number of times you can use this feature increases as you gain levels in this class: three times at 6th level, four times at 12th level, and five times at 18th level.
 * Once per turn, an Attack that you make deals an additional 1d4 damage.
 * Your normal speed is increased by 10 feet.
 * You are resistant to necrotic damage.
 * You are vulnerable to radiant damage.

The Darkness Within
At 3rd level, you can draw upon the negative energy within you to perform special abilities, but only while enshrouded (see your Shroud feature). Each time you use one of these abilities, you must expend 1 dark token. If an ability allows you to cast a spell, then Charisma is your spellcasting ability for that spell.

Blackout
You draw out the darkness within your soul and manifest it around you. As a bonus action, you cast the Darkness spell. This spell does not effect your vision. This spell ends early if your shroud ends.

Guillotine
Your shroud briefly extends to a weapon that you are holding. As a bonus action, you infuse one weapon that you are holding with negative energy, lasting until the start of your next turn. The infused weapon scores a critical hit on a roll of 18, 19, and 20.

Phantom Step
You fade into the negative plane and reappear elsewhere. As a bonus action, you cast the Misty Step spell. When cast using this ability, the range of this spell is reduced to 30 feet.

Shadow Veil
You build up negative energy within your shroud to conceal yourself. As a bonus action, you cast the Invisibility spell on yourself at its lowest level. This spell ends early if your shroud ends. A creature that can see through magical darkness can see through your invisibility.

Soul Reaper
You concentrate your power and perform a rapid assault that can strike multiple targets. As an Action, you choose up to three targets that you can reach with a weapon that you are wielding, and perform a single attack roll using that weapon. This single Attack is made against all of your chosen targets.

Lifebane
At 6th level, you are the bane of natural life. When you hit a bloodied beast, humanoid, or plant with an Attack, or your Attack causes it to become bloodied, the target must make a Constitution saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Attack modifier. On a failed save, the target takes necrotic damage equal to your Atavist level, and if this damage kills the target you gain 1 dark token if you are shrouded. If your Attack scored a critical hit, the target makes this saving throw with disadvantage. This feature can only effect the same target once per minute.

Greater Shroud
At 9th level, you learn how to increase the power of your shroud. You can choose one of the following Effects. You gain your chosen Effect whenever you are shrouded (see your Shroud feature). If you want to alter your choice, you can spend 2 hours during a long rest concentrating on the negative energy that you command. Once you finish the long rest, you gain one level of exhaustion and you can choose a new Effect for your shroud.
 * Deadly Shroud: When you would deal an additional 1d4 damage due to the Effects of your shroud, you deal 1d6 damage instead.
 * Elusive Shroud: Opportunity attacks made against you are made with disadvantage, and you gain the Effects of the Jump spell.
 * Enduring Shroud: You are resistant to all damage, except psychic damage. You are vulnerable to radiant damage.
 * Void Shroud: You are no longer vulnerable to radiant damage, and taking radiant damage does not reduce your dark token amount by 1.

Negative Aura
At 13th level, your shroud stifles life and hinders mending. While your shroud is active, creatures of your choice within 10 feet of you cannot regain lost hit points. Additionally, if creature dies within 10 feet of you, you gain 1 dark token if you are shrouded.

Supreme Shroud
At 17th level, the negative energy that fuels your shroud is overwhelming. You can choose one of the following Effects. You gain your chosen Effect whenever you are shrouded (see your Shroud feature). If you want to alter your choice, you can spend 2 hours during a long rest concentrating on the negative energy that you command. Once you finish the long rest, you gain one level of exhaustion and you can choose a new Effect for your shroud.
 * Chaos Shroud: When your shroud begins or ends, an explosion of negative energy tears through the nearby vicinity. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against a DC equal to 8 + twice your proficiency bonus. On a failed save, a creature takes 6d6 necrotic damage, or half as much on a successful save.
 * Crimson Shroud: When you deal damage with an Attack made using your The Darkness Within feature abilities, the target of your attack starts to bleed for 1 minute.
 * Eternal Shroud: When your shroud ends, you roll a d20. On a roll of 11 or higher, your shroud begins again with 5 dark tokens. This does not expend a use of your Shroud feature.
 * Wrathful Shroud: When you would deal an additional 1d4 damage due to the Effects of your shroud, you deal 1d6 damage instead. If you have the Deadly Shroud ability from your Greater Shroud feature, this damage is increased to 1d10 instead.