hit dice:
1d6
hit points at 1st level:
10 + your con modifiers
hit points at higher levels:
1d8 (or 6) + your Constitution modifier per darkin slayer level after 1st
armor proficiencies:
none
weapon proficiencies:
martial weapons
tools:
none
saving throws:
strength charisma
skills:
Intimidation Athletics Survival History Deception Persuasion
starting equipment:
(a) a Glaive or (b) any martial melee weapon
(a) a sickle or (b) any simple weapon
An explorer's pack and four javelins
spellcasting:
They cant
class features:
At level 2 you chose your subclass.
At level 3 you chose your darkin weapon Only 1 (Longsword,Scythe,Crossbow heavy) .
At level 10 you gain the ability to summon a stronger version of your darkin weapon.
At level 14 if your hp drops to 0 in combat you can roll a d20 (2 times per day) if you roll a nat20 you enter darkin rage and cant die Also you can make 1 action during other players turn until its your turn again then your hp drops to 0 then do a death save.
At level 20 you only have to roll a 16 or higher to activate darkin rage.
Changes for the supclasses.
Path of balance: your darkin part has not taken control fully yet this means every time you act you will get a darkin or shadow token good acts give shadow tokens bad actions give darkin tokens when you reach 30 tokens you will change form. Darkin form: you can add 1d4 fire dmg to any 1 allys damage roll also
Path of conquest: darkin rage can only be used 1 times a day and while in darkin rage you get half health back.
subclass options:
Path of balance
Path of conquest