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dark knight D&D 5e base class (June 22 2017 version)

butt_problems Jan 6th, 2016 (edited) 223 Never
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  1. Dark Knight
  2. 1 Dark Sword, Fighting Style
  3. 2 Dark Wave
  4. 3 Dark Knight Archetype
  5. 4 Ability Score Improvement, Dark Wave Improvement (6d8)
  6. 5 Extra Attack
  7. 6 Archetype feature
  8. 7 Menacing Gaze
  9. 8 Ability Score Improvement, Dark Wave Improvement (8d8)
  10. 9 Dark Wave Improvement (two uses)
  11. 10 Archetype Feature
  12. 11 Soul of Steel
  13. 12 Ability Score Improvement, Dark Wave Improvement (10d8)
  14. 13 Touch of the Void
  15. 14 Archetype Feature
  16. 15 Resolute Will
  17. 16 Ability Score Improvement, Dark Wave Improvement (12d8)
  18. 17 Inevitable Demise
  19. 18 Archetype Feature
  20. 19 Ability Score Improvement
  21. 20 Black Blade Master
  22.  
  23. Hit Die: d10
  24. HP at 1st level: 10 + Constitution modifier
  25. HP at 2nd level and higher: 1d10 + Constitution modifier
  26.  
  27. Proficiencies
  28. Saving Throws: Strength, Constitution
  29. Weapons: simple and martial
  30. Armor: light, medium, heavy, shields
  31. Skills: choose two: Arcana, Athletics, History, Insight, Intimidation, Perception, Religion, Survival
  32.  
  33. Equipment
  34. * (a) a martial weapon and a shield, or (b) two martial weapons
  35. * (a) a light crossbow and 20 bolts, or (b) two handaxes
  36. * An explorer's pack and (a) scale mail or (b) chain armour
  37.  
  38. Class Features
  39.  
  40. Dark Sword
  41. At 1st level, you use a bonus action to transform a mote of your lifeforce into profane energy that surrounds your body and enhances your weapon attacks. For 1 minute, all of your weapon attacks become magical and deal an additional 1d6 necrotic damage. This damage increases as you gain dark knight levels: At level 8, this damage increases to 2d6. At level 15, it increases to 3d6.
  42.     You can use this feature once with no adverse effect. Each time you use it again before finishing a short rest, your maximum hit points are reduced by an amount equal to your dark knight level, which lasts until you finish a long rest. Dark sword ends if you fall unconscious or if you will it to end before then (no action required).
  43.  
  44. Fighting Style
  45. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  46. Archery, Defense, Dueling, Great Weapon Fighting, Two-Weapon Fighting.
  47.  
  48. Dark Wave
  49. At 2nd level, you can blast a wide area with a wave of destructive energy as an action. This affects a 15 foot cone and deals 3d8 necrotic damage, or half on a successful Dexterity save against a DC equal to 8 + your proficiency bonus + your Constitution modifier. You can use this feature once with no adverse effect. If you use this feature again before you finish a long rest, you take an amount of necrotic damage equal to half the result of your damage roll. This self-inflicted damage ignores resistance and immunity and cannot be reduced in any way.
  50.     At 9th level, you gain one additional use of dark wave with no adverse effect. Dark wave's damage increases as you gain levels, as shown on the dark knight table.
  51.  
  52. Dark Knight Archetype
  53. At 3rd level, choose from the available dark knight archetypes. You gain features relating to these archetypes at levels 3, 6, 10, 14, and 18.
  54.  
  55. Ability Score Improvement
  56. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 with this feature.
  57.  
  58. Extra Attack
  59. At 5th level, when you use an action to attack, you can attack twice instead of once.
  60.  
  61. Menacing Gaze
  62. At 7th level, you have advantage on Intimidation checks. Also, you can focus your wrath on one creature to terrify it. As an action, select one creature of Large size or smaller within 30 feet that you can see. That creature must make a Wisdom saving throw against your dark wave saving throw DC. On a failed save, the creature is frightened of you for 1 minute. If it ends its turn where it doesn't have line of sight to you, the effect ends. A creature that succeeds on its saving throw against this feature is immune to it for 24 hours.
  63.  
  64. Soul of Steel
  65. At 11th level you gain resistance to necrotic damage and your maximum hit points cannot be reduced, except by dark sword. Additionally, creatures that regain hit points or gain temporary hit points by damaging you or reducing your maximum hit points gain no benefit from using those effects on you.
  66.  
  67. Touch of the Void
  68. At 13th level, necrotic damage inflicted by your dark knight features ignores resistance.
  69.  
  70. Resolute Will
  71. At level 15, you gain proficiency in Wisdom saving throws and can no longer become frightened. If you are already proficient in Wisdom saving throws, you instead gain proficiency in your choice of Intelligence or Charisma saving throws.
  72.  
  73. Inevitable Demise
  74. At level 17, once per round when you miss a creature with a weapon attack while using dark sword, the creature still takes your dark sword damage die.
  75.  
  76. Black Blade Master
  77. At level 20, activating dark sword beyond your normal number of uses no longer reduces your maximum hit points.
  78.  
  79.  
  80. DARK KNIGHT ARCHETYPES
  81.  
  82. Hexer
  83. Hexers draw power from arcane knowledge and hidden wisdom, laying powerful curses in battle. While hexers are formidable on their own, they make excellent leaders and commanders because of how their curses debilitate foes, leaving them vulnerable to the hexer's allies.
  84.  
  85. Arcane Lore
  86. Starting at 3rd level when you first select this order, you gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in either History or Religion. Additionally, you can cast Bane as a 1st-level spell, using Constitution as your spellcasting ability. You cannot cast it again in this way until you finish a long rest. At level 10, you double your proficiency bonus when making Arcana checks.
  87.  
  88. Accursed Blade
  89. Also at 3rd level, you can lay vile curses with through your weapon. To use this feature, you must first hit an enemy with a weapon attack. If you hit, you can consume one use of this ability, choose one curse you know, and force the target to make a saving throw (DC 8 + your Constitution modifier + your proficiency bonus) according to the curse you chose. On a failed save, the curse takes effect. On a successful save, the curse does not take effect, but this use is not considered spent. You can use this feature twice, and regain both uses after a short rest.
  90.     A curse ends early if you will it to (no action required) or if remove curse is cast on the target. You begin knowing two curses of your choice, and you learn one additional curse at level 6, and again at levels 10, 14, and 18. When you learn a new curse, you can forget one you know in exchange for another new curse.
  91.  
  92. Heretical Lore
  93. At 6th level when you use the Arcane Lore feature to cast the bane spell, you can cast it as a 3rd level spell, the spell's range increases to 60 feet, and targets that fail their saving throw must roll a d6 instead of a d4. You can also cast it twice in this way before requiring a long rest.
  94.  
  95. Blood Hex
  96. At 10th level when you score a critical hit with a weapon attack, you can use accursed blade without expending any uses and the target has disadvantage on its saving throw to resist the curse. Additionally, you automatically know the direction and distance of any creature on the same plane that is currently suffering from one of your curses or your bane spell.
  97.  
  98. Forbidden Lore
  99. At 14th level when you use the Arcane Lore feature to cast the bane spell, you can cast it as a 5th level spell, the range increases to 90 feet, and targets that fail their saving throw must roll a d8 instead of a d4. You can also cast it three times in this way before requiring a long rest.
  100.  
  101. Twinned Curse
  102. At 18th level, if you hit two different creatures on your turn with weapon attacks, you can spend one use of accursed blade to affect both targets with the same curse. These two creatures must be within 30 feet of each other. If one target's saving throw succeeds and the other fails, this use of accursed blade is still spent.
  103.  
  104.  
  105. Curses
  106. Bound Fate: On a failed Wisdom saving throw, for 1 minute, the target's fate is inexorably bound to yours. If you take damage, the target must make another Wisdom saving throw or take psychic damage equal to half the damage dealt to you. If you suffer a debilitating spell, effect, or condition, the target must make another Wisdom saving throw or suffer the same effect for the same duration. On any successful saving throw triggered by this curse, the curse ends.
  107.  
  108. Chaotic Time: On a failed Dexterity saving throw, the target suffers the effects of the slow spell for 1 minute. The target can make a new saving throw at the end of each of its turns, ending the curse on a success.
  109.  
  110. Cracked Shield: On a failed Constitution saving throw, for 1 minute, the target takes an additional 1d8 damage the first time each round it takes damage from a weapon attack. This damage is the same type as the source of the damage, and is doubled on a critical hit.
  111.  
  112. Clouded Sight: On a failed Wisdom saving throw, the target is blinded for 1 minute. The target can make a new saving throw at the end of each of its turns to end the curse. On a successful initial save, the target has disadvantage on all attack rolls until the end of its next turn. This curse does not affect creatures that rely on blindsight or non-visual senses.
  113.  
  114. Decaying Body: On a failed Constitution saving throw, the target regains only half the normal amount of hit points from all healing effects for 1 minute, including spells, class features, and regeneration. If the target can normally reattach or regrow severed parts, it cannot for the duration of the curse.
  115.  
  116. Eldritch Backlash: For 1 minute, once per round when the target casts a spell, it must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per level of the spell (1d4 for a cantrip). On a successful save, the target takes no damage and the curse ends.
  117.  
  118. Life Unmade: On a failed Constitution saving throw, the target's maximum hit points are reduced by an amount equal to the total damage it took from the attack that delivered this curse. This reduction lasts until the target finishes a long rest or remove curse is cast on the target, and is cumulative with multiple instances of this curse. The target dies if this reduces its hit point maximum to 0.
  119.  
  120. Misdirected Suspicion: On a failed Intelligence saving throw, the target's mind is filled with whispers that cast suspicion on its allies. For 1 minute, when the creature is targeted by a friendly spell (such as bless or cure wounds) or other beneficial effect (such as bardic inspiration) from a creature other than itself, it must make another Intelligence saving throw. On a failed save, it gains no benefit from the friendly spell or effect, and that use is wasted. On a successful save, this curse ends and the spell or effect works normally.
  121.  
  122. Shared Agony: For 1 minute, once per round when the target hits with a weapon attack, it must make a Charisma saving throw. On a failed save, it takes psychic damage equal to half the amount of damage it deals. On a successful save, the target takes no damage and the curse ends.
  123.  
  124. Shattered Armour: On a failed Constitution saving throw, the target loses any resistance it has to bludgeoning, piercing, and slashing damage for 1 minute.
  125.  
  126. Split Hide: On a failed Charisma saving throw, for 1 minute, the target loses any resistance it has to three of the following damage types of your choice: acid, cold, fire, lightning, or thunder damage.
  127.  
  128. Spreading Weakness: On a failed Strength or Dexterity saving throw (your choice), the target deals only half damage with weapon attacks that use either Strength or Dexterity (according to which saving throw you chose) for 1 minute.
  129.  
  130. Stolen Benevolence: On a failed Wisdom saving throw, you select one beneficial spell (such as bless) or effect (such as bardic inspiration) that you know is affecting the target, or that is chosen at random. For 1 minute or up to the normal duration, that spell or effect's target changes to you, provided you are a valid target. You are considered to be the spell or effect's originator, and if concentration is required, you must maintain concentration on it. Once this curse ends, whether because you lost concentration or the curse's duration expires, the spell or effect returns to its original target, if the spell or effect's duration has not expired.
  131.  
  132. Unwilling Hand: On a failed Wisdom saving throw, the target has disadvantage on attack rolls against you for 1 minute. This curse has no effect on targets that are immune to being frightened.
  133.  
  134.  
  135. Dark Knight Multiclassing
  136. Prerequisite: Strength 13 or Dexterity 13, and Constitution 13
  137. Proficiencies gained: Light and medium armour, simple and martial weapons
  138.  
  139. -----------------------
  140.  
  141. IN-DEVELOPMENT STUFF
  142.  
  143. BLOOD KNIGHT
  144. Blood Knights earned their name because of their incredible fortitude and habit of emerging  victorious even while bloody and wounded. They're known for shrugging off injuries that would cripple lesser warriors and for being notoriously difficult to kill.
  145.  
  146. Shadowskin
  147. Starting at 3rd level when you first select this archetype, the energies of the dark sword form a protective barrier around you. While dark sword is active, you gain a bonus to your AC equal to half your proficiency bonus.
  148.  
  149. Unstoppable
  150. Also at 3rd level, you have advantage on death saving throws. If you roll a 20 on a death saving throw or become stable (whether by receiving healing or succeeding on three death saves), you recover 1d10 hit points + your dark knight level and can immediately stand up from prone. Additionally, dark sword does not end if you fall unconscious.
  151.  
  152. Blood Sword
  153. At 6th level, you can draw on the ebbing vitality of a foe you have just defeated to replenish your own. When you reduce a creature that isn't undead or a construct to 0 hit points, you can use a bonus action to regain hit points equal to four times your dark knight level. You cannot use this feature again until you finish a long rest.
  154.  
  155. Vital Potency
  156. At 10th level, when you finish a short or long rest or score a critical hit with a weapon attack, you gain temporary hit points equal to your dark knight level + your Constitution modifier.
  157.  
  158. Death Blossom
  159. At 14th level, you learn a variation of the dark wave that drains the life from your foes to heal your wounds. You use your action and select up to ten creatures that aren't constructs or undead within 30 feet of you. Each of those creatures takes 1d6 necrotic damage, and you heal an amount of hit points equal to the total amount of damage dealt to all of your selected targets. You can use this feature once, and regain its use after a long rest.
  160.  
  161. 18th-level feature
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