I think this might be the first time we've gotten a full-on subclass from D&D Beyond Drops, and this one's a fascinating one.
Hey folks, it's October! That means it's spooky season, all leading up to my favorite holiday, Halloweeen. Getting into the spook spirit, D&D Beyond Drops has unleashed a whole bunch of scary monsters, feats, and this subclass.
Sorrow Knight Fighters are attuned to the magic of the Shadowfell, with some tragedy or horror in their past that connected them to this realm of gloom and despair. The Shadowfell is probably my favorite D&D plane, and I love fighting (and running) spooky monsters in shadowy settings.
Broadly, the Sorrow Knight has some similarities with the Battle Master, but let's get specific:
Level 3:
Despairing Strikes:
You have a resource called Despairing Strike Dice, which can be used to enhance your attacks. You begin with 3 of them, which are d8s. At level 10, they become d10s and you get a fourth. At 15, they become d12s and you get a fifth. After expending them, you get them back on a short rest.
So, this is, I think, a bit fewer dice than a Battle Master, and I think there's less versatility for your options, but it's reasonably comparable.
When you hit a creature with a weapon attack, you can expend a DSD and roll it (one die per attack maximum, though no limit on uses per turn), adding psychic damage to the attack equal to the amount rolled, and then get to add one of the following effects:
Abandoned: The target must succeed on an Intelligence saving throw (DC based on your Wisdom) or have the Deafened condition until the end of your next turn. While deafened, the target regards all creatures it can see as enemies until the end of your next turn.
Hey, so this won't work on a Gulthias Blight, who is immune to being Deafened. Still, while deafened is a pretty weak condition to impose (it does almost nothing to hinder a foe) the "treat everyone as enemies" option is potentially useful. While it won't guaranteed that a foe will attack its allies given that you and your allies are still there to be targeted, it is something you might use on a healer or some other creature that is trying to do things to benefit other creatures. Or, you could use it on an enemy with a big AoE to ensure that they don't avoid hitting allies when going after your friends. Situational, and of course, not very useful against solo monsters, but interesting.
Dread: The target had Disadvantage on the next saving throw it makes before the end of your turn.
This is pretty broadly useful, either setting up a spellcaster or someone else who has a clutch saving throw ability, or even just setting you up for Abandoned or one of the other options you get later on.
Solemn Gaze:
You gain Darkvision with a range of 60 ft, or if you already have Darkvision, the range increases by 60 feet.
Nothing huge, but not bad to have.
Also, as a Magic action, you can attempt to search the mind of a creature you can see within 30 feet. They must succeed on a Wisdom saving throw (DC based on your Wisdom) or you learn an emotion that looms large in their mind, such as worry, love, hate, etc. If the target can see you, it knows you have read its emotions. You can do this Wis times per long rest (minimum 1).
The utility of this feature depends a lot on DM interpretation. This isn't detect thoughts - you just get an emotion that looms large in them, not necessarily that they're feeling particularly strongly at the moment. In other words, I think this could add a ton of flavor to NPC interactions, but the degree to which this information is actionable is not obvious. Flavor-wise, though, it's amazing. And this is on top of the other level 3 features we're getting.
Level 7:
Dreaded Appearance:
When you use Tactical Shift, you can teleport 30 feet instead of moving. Immediately afte ryou appear, you can briefly take on the appearance of a creatures' fears, visible only to those creatures. Each creature of your choice within a 10-foot emanation muse make a Wisdom saving throw (DC based on your Wisdom) or take Psychic damage equal to a roll of your DSD (this does not appear to expend it) and is Frightened until the end of your next turn, or on a success, they take half damage only.
Once you take on this appearance, you can't do so again until you finish a short or long rest.
Note that I think the alteration for Tactical Shift is unlimited (other than by, you know, how many times you can do that). The damage here is pretty trivial, but an AoE fear is not a bad thing to have. And we're getting that as a free carry-on with all the other benefits of Tactical Shift, so I think this is pretty good. Obviously, as we've seen a lot of features with DCs based on Wisdom, you're going to want to pump that up as much as possible with this subclass.
Level 10:
Unsettled Strikes:
You have the following new options to use with your Despairing Srikes:
Apathetic: The target must succeed on a Wisdom saving throw or have the Incapacitated condition until the start of your next turn. While incapacitated, the target can only give one-word responses when spoken to.
Damn. I mean, the one-word thing is fine, but incapacitation can be enormous. For one thing, it breaks concentration, but obviously the bigger thing is that it prevents them from taking any actions, bonus actions, or reactions.
Lost: The target makes a Charisma saving throw. On a failure, the target is Blinded and its speed is reduced to 0 until the end of its next turn. On a success, its speed is halved only instead.
That's not too bad either - Blinded is usually a Con save condition, and so you're probably more likely to succeed with this one. A good way to lock down an enemy and then give everyone advantage on attacks against them.
Weary: The target must succeed on a Constitution saving throw or gain 1 Exhaustion level. The effect cannot increase the target's Exhaustion above 2, and the levels from this effect are removed at the end of your next turn.
So, this is... you see Exhaustion and your eyes go wide, but this isn't quite that. That being said, giving a foe a -2 or even a -4 to all d10 tests (and the -4 will be more likely to happen if they're already at -2 to Con saves) isn't bad. But it's only for one turn. Essentially, I wonder if I'd be more enthusiastic about this if I weren't thinking about how insane it would be to have long-term and unlimited exhaustion from this. Don't forget that it also slows a target.
Level 15:
Grim Constitution:
You have resistance to Necrotic and Psychic damage.
Right off the bat, these aren't bad ones to have, especially if you're in a spooky Shadowfell/Ravenloft game, where you're likely to encounter both damage types a lot.
In addition, when you are subjected to an effect that reduces your HP maximum, you can make a DC 15 Con save, and your HP is not reduced on a success. Each time you make this Con save after the first, the DC increases by 5, but taking a short or long rest resets it to 15.
Less broadly useful, but it could be good when fighting particularly undead (again, common foes in a Shadowfell/Ravenloft game). I'm surprised this doesn't just give immunity to such things. Eh, this one's not amazing, though the damage resistances are pretty good.
Level 18:
Grieving Mantle:
When you use your Action Surge, you attune yourself to the Shadowfell for 1 minute or until you become incapacitated. For the duration, you have the following:
Before we get into the specific functions, I do kind of like how this turns Action Surge into the trigger for a "super mode" for Fighters. While this does then kind of discourage using it multiple times per combat, it's an interesting bit of tech.
Shade Form: When you are hit with an attack roll, you can use a reaction to become insubstational for a moment and reduce the attack's total damage to zero.
Wow! Not halved, not gaining resistance. This just full-on nopes out of an entire attack. Obviously this depends a bit on how many attacks you're taking in a round, but the ability to use this if you get crit by some massive monster is really clutch, and while Action Surge is a limited resource, this means that for a whole combat you're going to be undoing one attack that hits you each round, which is quite nice.
Unwavering Resolve: You have immunity to the Charmed and Frightened conditions, and if you have either when you activate Grieving Mantle, the condition ends for you.
Naturally if you have a Devotion Paladin in your party, this won't do anything for you, but it's still pretty nice if you don't have those bases covered.
Overall Thoughts:
I actually think this is a pretty solid subclass. It's doing a lot of things that Fighters can't really do in most cases - indeed, some of these effects are pretty rare even for spellcasters (is "Abandoned" kind of Enemies Abound, a spell from Xanathar's?)
You will be pretty dependent on getting a high wisdom, because there are a lot of saving throws that enemies will be making against these effects. Fighters can afford a secondary ability score a bit, but if you have a way to somehow attack with Wisdom, that could be very helpful. Taking magic initiate Druid and grabbing Shillelagh could work pretty well here, and maybe Polearm Master to enhance the power of a Quarterstaff (as the cantrip won't let you grab something that works with Great Weapon Master). Multiclassing with Druid or Ranger could also make some sense here, though if the campaign is going high enough, I'd be pretty excited to get Grieving Mantle.
Yeah, generally I think this is a pretty solid subclass, and it drips with flavor, which is always a big positive.