Manual Del Inquisidor Pdf Dark H
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Beginning at the 42nd level, your dark energy is recognized as the magical energy in your veins. At the start of each of your turns, you gain a pool of Dark Energy equal to 5 + your Constitution modifier. Whenever you take damage, you may expend this pool of dark energy to deal additional damage equal to the damage taken.
Beginning at the 36th level, the darkness within you cannot be suppressed. You may expend 5 Well of Darkness points to gain advantage on all saving throws and your attacks deal half your proficiency bonus on each attack. Additionally, you can expend 1 Well of Darkness point to add a third level of the Bloodied Strike feature to your weapon.
At the 60th level, the darkness within you cannot be suppressed. You may expend 7 Well of Darkness points to gain advantage on all saving throws and your attacks deal half your proficiency bonus on each attack. Additionally, you can expend 5 Well of Darkness points to add a third level of the Bloodied Strike feature to your weapon.
Beginning at the 20th level, your actions are infused with darkness. As an action, you may expend 2 Well of Darkness points to add your Constitution modifier to a single melee weapon attack you make. You may expend 3 points to add your Constitution modifier to a single ranged weapon attack.
Beginning at the 24th level, you may use your chaotic frenzy ability at will. You may also use your Chaotic Onslaught ability as a bonus action. At the start of your next turn, you may spend a bonus action to expend 2 Well of Darkness points and roll an additional hit die, which must be rolled if it is not already rolled. This attack deals an additional 1d10 necrotic damage.
At the 54th level, you may use your chaotic frenzy ability a number of times equal to your Wisdom modifier. You may use your chaotic onslaught ability as a bonus action. At the start of your turn, you may spend a bonus action to expend 3 Well of Darkness points and roll an additional hit die, which must be rolled if it is not already rolled. This attack deals an additional 1d10 necrotic damage.
The Duskwights are not strangers to the night, however they are strong enough to survive the violence that they have been forced to embrace. A Duskwight does not need to sleep, and will go from one adventure to another during the course of a night. They can notice most things that go on around them, and they have a keen sense of self preservation. The Duskwights are also known to be excellent short-range and long-range combatants. They can make use of shadows, darkness, and movement to their advantage.
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