Dusk Reaver
Dusk Reavers stalk the liminal boundary between life and annihilation. Cloaked in dying light, they twist shadow and despair into weapons, draining hope from the living. Feared as hunters of the soul, their cursed strikes and spectral illusions herald an inevitable decay. Each step they take echoes with the silent promise of oblivion.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Cursed Strike
You channel dying light into your weapon, marking a target with a deathly curse.
Veil of Dusk
You shroud yourself in residual twilight. Until the start of your next turn, attackers have disadvantage on saving throws against your curses.
Umbra Step
Teleport up to 30 feet to an unoccupied space in dim light or darkness.
Ebon Grasp
Reach through shadows to grab a creature. Make a melee spell attack; on a hit the target is restrained (Str save ends).
Wraith’s Touch
Your next melee attack deals an extra 2d6 necrotic damage and the target is frightened until the end of your next turn.
Dusk Cloak
Become invisible until you attack, cast a spell, or are in bright light.
Siphon Wound
As an action you strike a creature; on a hit it takes 3d6 necrotic damage and you regain hit points equal to half the damage dealt.
Gloom Strike
Your cursed strike extends to another target within 10 feet. You make two attacks and split the damage between them.
Death Knell
When you reduce a creature to 0 hit points, you can spend 1 Dusk Point to regain half your maximum Dusk Points.
Drain Hope
As an action, every enemy in a 15-foot radius must succeed on a Wisdom save or be frightened and drop to 0 speed for 1 round.
Shrouded Assault
For 1 minute, when you hit with a melee attack, you can teleport 5 feet and immediately make another attack.
Transformations
Dusk Form
You become a living shadow, fully attuned to the twilight between life and death.
+2 to AC, Darkvision range increases to 120 ft, Resistance to necrotic damage, Advantage on Stealth checks
Shadow Strike: Action to deal 4d6 necrotic in 10-foot cone (Con save half)
Cannot speak or cast spells with verbal components
Avatar of Oblivion
You ascend into a primal form of twilight embodiment, wielding ultimate dread.
Immunity to fear and charm, Gain flying speed 30 ft in dim light/darkness, All your necrotic damage is maximized
Oblivion Wave: Action to unleash a 30-foot radius of necrotic energy (6d6 damage, Con save half, frightened 1 minute)
After ending, you are exhausted
Auras
Aura of Dread
Your presence chills the hearts of foes.
Hostile creatures in the aura have disadvantage on saving throws against being frightened.
Bonus Action
This aura can be toggled on or off.
Aura of Silence
A veil of oppressive quiet descends.
Creatures in the aura cannot speak or cast spells with verbal components.
Action
This aura can be toggled on or off.
Class Features
Shadow Sight (Level 1)
Dusk Resilience (Level 2)
Umbral Proficiency (Level 3)
Aura Adept (Level 6)
Transformation Insight (Level 10)
Eternal Gloom (Level 14)
Resource Cost: 3 Dusk Points
Prerequisite: Aura Adept
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