Darkness Manipulation Features
At 1st level, you can use your Action to select a creature you can see within 80 feet. That creature must make a Dexterity Saving Throw or take 2d8 necrotic damage and become restrained until the end of its next turn. If the creature's Saving Throw succeeds, it takes half damage and is not restrained.
You can use Touch of Beyond at 8th level and Dark Pit at 14th level.
- Touch of Beyond (8th): When you use your Penumbral Grasp on a creature and you apply at least one Endurance Die toward the DC, instead of causing damage and restraining it, you can cause the creature to become afraid of you upon a failed Saving Throw. This fear lasts until the end of your target's next turn. In addition, if your target fails its Saving Throw, you can restore one spent Endurance Die of your own, but before you do, you can roll that die and recover a number of hit points equal to the result.
- Dark Pit (14th): When you use your Penumbral Grasp on a creature and you apply at least one Endurance Die toward the DC, instead of causing damage and restraining it, you can cause the creature to erupt in dark energy that reaches out to all creatures within 20 feet of it. Each creature in the affected area (including your original target) must make their Saving Throw. If a creature's roll fails, it becomes stunned until the end of its next turn.
Starting at 1st level, you can wrap your fist and feet in shrouds of netherworld energy. You can activate this feature on your turn without costing an Action, and maintain your Smite for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching and kicking damage becomes 1d4 bludgeoning damage plus 1d8 necrotic damage plus your Strength Modifier, and you can add Endurance Dice to that damage as necrotic. A kick or a punch uses a melee attack roll. If it is successful and you add at least one Endurance Die, your target suffers disadvantage on all attack rolls made against you until the end of its next turn. Whenever you use your Action to throw a punch or kick using Smite, you can make another punch or kick using your Bonus Action, but you do not add your Strength Modifier to the second damage.
You can use Shadow Maul at 4th level and Midnight Grasp at 15th level.
- Shadow Maul (4th): When Smite is active, you can hold out both hands in front of you. A set of shadowy, spectral fists emerge from each of your own arms and deal a series of rapid blows in a cone 7 feet long and 5 feet wide. Each creature in that area must make a Dexterity Saving Throw or suffer 4d8 necrotic damage. Each affected creature also suffers disadvantage on all attack rolls made against you until the end of its next turn, as if you had struck it directly with Smite. If a creature's Saving Throw succeeds, it takes half damage but no other penalties. You can use this feature as a kick, but you only need to hold one foot out in a kick pose.
- Midnight Grasp (15th): While Smite is active, you can lash out with a vaguely ethereal dark tentacle. Select a Large or smaller creature you can see with 7 feet of you. That creature must make a Dexterity Saving Throw or be restrained by your tentacle and suffer 6d8 necrotic damage. You must apply at least one Endurance Die toward the Saving Throw's DC. If the creature's Saving Throw is successful, it shrugs off your tentacle but still takes half damage. If you've restrained your target, you can keep it held until the beginning of your next turn but you must maintain concentration. If you wish to reapply your Grasp on your next turn to a target already held, your target is allowed to make another Saving Throw but has disadvantage on the roll, and you do not need to add more Endurance Dice. This uses both arms or one leg, and you are unable to use Smite while the creature is held.
At 1st level, you can encompass yourself in a smoky, murky shroud. While your shroud is active, any creature that touches you or successfully hits you with a melee attack roll will take necrotic damage equal to your Charisma Modifier. Activating or deactivating Death Shroud does not use an Action but you can only do it on your turn. While this feature is active, you must set aside one Endurance Die.
You can use Soul Drain at 6th level and Dark Consumption at 11th level.
- Soul Drain (6th): While Death Shroud is active, you can use your Bonus Action to extend its area of influence. Each creature within 10 feet of you must make a Charisma Saving Throw. If it fails, the creature takes 1d8 necrotic damage, and you can increase the damage of all of your Penumbral Grasp and Smite features by the amount dealt until the end of your next turn. If the Saving Throw is successful, the creature takes half damage.
- Dark Consumption (11th): While Death Shroud is active, you can use your Bonus Action to extend its area of influence. Each creature within 8 feet of you must make a Charisma Saving Throw. If it fails, the creature takes 1d8 necrotic damage, and you can force one of its unused Endurance Dice to be spent. For every Endurance Die you affect, you can restore a spent one of your own, if available. If the Saving Throw is successful, the creature takes half damage.