D&D Beyond Drops adds first subclass, a Shadowfell-themed Fighter

The Fighter subclass is available exclusively to subscribers.
Sorrow Knight.jpg


The D&D Beyond Drops program has added its first subclass as part of its October slate of releases. The Sorrow Knight is a Fighter subclass that has ties to the Shadowfell and is part of a wider slate of Shadowfell-related releases for October's major D&D Beyond Drops. The Sorrow Knight has a pool of Despairing Strike Dice that can be spent when a Fighter hits with a weapon attack. In addition to dealing extra Psychic damage, the Despairing Strike also inflicts one of several additional effects chosen by the Sorrow Knight. The range of choices for the Despairing Strike increases when a player reaches Level 10. At Level 7, the Sorrow Knight gains a limited teleport ability that can also frighten creatures within 10 feet of where the Fighter appears. At higher levels, the Fighter gains resistance to Necrotic and Psychic damage and can attune to the Shadowfell for a minute, with the ability to spend Reactions to become incorporeal when targeted by an attack and thus reduce that attack's damage to 0 and become immune to the Charmed and Frightened conditions.

Several Shadowfell-related Feats were also released with this set of content, as well as a handful of Shadowfell-related monsters.

The Sorrow Knight is the first subclass to be released via the D&D Beyond Drops program, a digital-only set of content available only to D&D Beyond subscribers. The Sorrow Knight, alongside other D&D Beyond content will be available to non-subscribers in the form of a digital release on D&D Beyond next May. It does not appear (at least at this time) that there are any plans for a physical release of the Sorrow Knight or other D&D Beyond Drops content.
 

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Christian Hoffer

Christian Hoffer

I like the thematics of the Sorrow Knight, but at first look I don't think it is very powerful mechanically. Looking at it, I think it is one of the weaker fighter subclasses overall. The level 7 and level 10 features could be good in tier 2 and tier 3 but you will need to run a very high Wisdom, which requires a specific build on a Fighter, and then you don't have spells to really benefit from that Wisdom when you are not using your dice or Tactical Shift.

I think working it with a Ranger dip for Hunters Mark and Shillelagh and using 2-weapon Fighting with a club shows the most promise if you really want to build a strong weapon-oriented character I think.
 
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“Abandoned” seems powerful for a level 3 ability. It causes the target to regard everyone it see as enemies. Fire an arrow into an oncoming phalanx.

I don't think it is as powerful as it sounds. This is a good use of it as is targeting a rear-echelon caster, but those are kind of situational. It also requires two successful rolls, the attack roll, then failed save, which makes it kind of unreliable, especially since that triggers off of two different abilities.

There is a 5E Spell Enemies Abound that does similar, but it lasts a lot longer (it is also a 3rd level spell). It is not OP because it is so situational.
 

There is a 5E Spell Enemies Abound that does similar, but it lasts a lot longer (it is also a 3rd level spell). It is not OP because it is so situational
It’s fine for level 5, but at level 3, as a second level spell equivalent? Up until level 4 it’s bonus for attack and save are probably the same anyway. Also, INT save is unusually a good one to target.

It is important to note that this subclass is seriously mad though, unless it picks up Shillelagh. It needs wisdom for its abilities to land. Probably more important than it's attack stat, since if an attack misses you don't consume a sorrow die.

You can use Dread before your save abilities to help them land, but that means you are doubling up on dice usage.

It's quite a front-loaded subclass, possible multiclass dip?
 
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Yeah, the wording made it sound like you could teleport infinitely for free, and only the "boo!" Part was limited. Glad to see it clarified.
But the range of that teleport was only what, 30 feet? Movement speed? It basically just having always on disengage, hardly stronger than what Monk and Rogue can do at level 2 and a joke compared to what casters can.
 

But the range of that teleport was only what, 30 feet? Movement speed? It basically just having always on disengage, hardly stronger than what Monk and Rogue can do at level 2 and a joke compared to what casters can.
Misty step at will with no components and no action to use is a joke? It didn't even cost movement, so you could walk 55 ft, take an action and bonus action, then teleport back 30 ft.

I'm not saying tying it to tactical shift was the right call, but it either needed to count against movement or use a bonus action (like misty step or step of the wind). Possibly both if it was at will.
 

It’s fine for level 5, but at level 3, as a second level spell equivalent? Up until level 4 it’s bonus for attack and save are probably the same anyway. Also, INT save is unusually a good one to target.
Its worth noting that Enemies Abound has a duration of concentration rather than one round, and enemies randomly target allies and enemies (a la confusion). This doesn't neceasarily force the enemy to choose "ex-ally" targets and it only lasts a round, though it does add a die of psychic damage and deafened to the mix.

It seems its best used on spellcasters (deafened) or enemies that get or give ally bonuses (like pack tactics).
 

It was errata, not a nerf? The text initially didn't include the trigger that activates one of your features (using your Tactical Shift.) It was just a mistake that was corrected.
where is the change?

edit: (got it)
 
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The shadow pact feat doesn't really synergise that well with shadow sorcerer, although do they have blindsight now? They might help a bit. Presumably the Pact would qualify you for Devil's Sight if you chose.

I recall a custom class feature for shadow magic, it was like you can cast Phantasmal Force infused with shadow and when your phantasm inflicts damage you inflict an extra 1d6 probably necrotic or psychic damage.

I wonder if something like that could work to give us a taste of some old school shadow magic?
 

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