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dark knight D&D 5e base class (August 21 2017 version)

butt_problems Jan 6th, 2016 (edited) 241 Never
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  1. DARK KNIGHT
  2.  
  3. A hulking dwarf clad head-to-toe in plate armour charges ahead of his allies, enduring arrows and spears to smash into and through the enemy's front line. His two-handed sword, its blade gleaming with sinister red runes, carves through the armour of his enemies as easily as it does their flesh, and they scatter in terror before him.
  4.     A regal elven knight with a snarling beast-faced helm performs a profane mudra at a group of advancing orcs, placing a vile curse on them. They stumble and hesitate in their charge, their minds filling with doubt and their bloodthirst rapidly drying up. The knight shouts orders to his allies, and before he moves to join the fray, the head of his halberd erupts in violet flame.
  5.     A human in scale mail parries and blocks as she circles a group of hobgoblins, and once she finds the right position, she unleashes hell on them. With a gesture, she transforms her own lifeforce into a wave of sickly gray flame that washes over the hobgoblins, reopening their old wounds and withering away their bodies and souls alike.
  6.     All of these are dark knights, warriors so determined and so devoted that they are willing to give up a piece of themselves to fight, whether for a cause, an ideal, or a sovereign.
  7.  
  8. POWER AT A COST
  9. Dark knights are the best of the best, but their power comes at a cost and with great danger to their own life. The dark sword and the dark wave, the two signature abilities of these warriors, rely on power that some cultures or religions might consider profane or even demonic, and careless use can sap away a dark knight's life force, leaving them weakened and vulnerable.
  10.     Some dark knights are trained individually or in small groups by a single mentor, such as in a remote monastery where a lord might send his most promising warriors to hone their skills. Others are just one member of a large order consisting of hundreds of elite knights, groomed for positions of command.
  11.  
  12. A GRIM REPUTATION
  13. The appearance of even one dark knight on a battlefield sends ripples of fear throughout the ranks of both allies and enemies, and if a dark knight has been dispatched to fulfill a quest, then it is clear to the world that the liege who sent that knight is deadly serious and absolutely determined to see it fulfilled. A dark knight operating openly is a sign of escalation, that stakes have been raised, and that a conflict is about to become an order of magnitude more violent.
  14.  
  15. CREATING A DARK KNIGHT
  16. The most important part of a dark knight is their cause. They are rarely wandering sellswords or directionless fortune-seeking adventurers; they are more like paladins in that each one has a duty to fulfill or a cause to champion. As such, one should not treat becoming a dark knight lightly; DMs who allow multiclassing should restrict PCs from taking levels in dark knight without first undertaking a quest to gain entry into the class, and should strongly discourage dark knight PCs from taking too many levels in other classes.
  17.     How did you get the attention of an order or mentor? Were you sent by your liege to hone your skills at a faraway monastery, or were you identified at a young age for your talents and inducted into a knightly order? Did you hear about the fearsome reputation of the dark knights and request training to pursue your own ends? Were you trained in secret, masquerading as a knight or ordinary soldier, and then set loose by your liege to accomplish some dire quest?
  18.     Carefully consider your alignment. While the class has the word "dark" right in its name, dark knights are strongly inclined toward lawful alignments, owing to the class's emphasis on devotion and goals. A chaotic dark knight is exceedingly rare, but its unpredictable behavior might make it even more terrifying than a more conventionally devoted one.
  19.  
  20. Dark Knight
  21. 1 Dark Sword, Fighting Style
  22. 2 Dark Wave
  23. 3 Dark Knight Archetype
  24. 4 Ability Score Improvement, Dark Wave Improvement (6d8)
  25. 5 Extra Attack
  26. 6 Archetype feature
  27. 7 Menacing Gaze
  28. 8 Ability Score Improvement, Dark Wave Improvement (8d8)
  29. 9 Dark Sword Improvement (2d6)
  30. 10 Archetype Feature
  31. 11 Soul of Steel
  32. 12 Ability Score Improvement, Dark Wave Improvement (10d8)
  33. 13 Touch of the Void
  34. 14 Archetype Feature
  35. 15 Resolute Will, Dark Sword Improvement (3d6)
  36. 16 Ability Score Improvement, Dark Wave Improvement (12d8)
  37. 17 Inevitable Demise
  38. 18 Archetype Feature
  39. 19 Ability Score Improvement
  40. 20 Black Blade Master
  41.  
  42. Hit Die: d10
  43. HP at 1st level: 10 + Constitution modifier
  44. HP at 2nd level and higher: 1d10 + Constitution modifier
  45.  
  46. Proficiencies
  47. Saving Throws: Strength, Constitution
  48. Weapons: simple and martial
  49. Armor: light, medium, heavy, shields
  50. Skills: choose two: Arcana, Athletics, History, Insight, Intimidation, Perception, Religion, Survival
  51.  
  52. Equipment
  53. * (a) a martial weapon and a shield, or (b) two martial weapons
  54. * (a) a light crossbow and 20 bolts, or (b) two handaxes
  55. * An explorer's pack and (a) scale mail or (b) chain mail
  56.  
  57. Class Features
  58.  
  59. Dark Sword
  60. At 1st level, you have learned to imbue a weapon you hold with a mote of your own life force, wreathing it in profane energy. As a bonus action, choose one weapon you are holding. For 1 minute, attacks with that weapon deal an additional 1d6 necrotic damage. This damage increases as you gain dark knight levels: At level 9, it increases to 2d6. At level 15, it increases to 3d6.
  61.     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 character level. This reduction lasts until you finish a long rest. Dark sword ends if you fall unconscious, if the weapon leaves your grasp, or if you will it to end before then (no action required).
  62.     Dark sword can be used on multiple weapons, each counting as a separate use. Most weapons can only be subject to a single use of dark sword at a time. Polearms and quarterstaffs can only benefit from dark sword damage on one end of the weapon. Ranged weapons bestow the additional damage on their ammunition.
  63.  
  64. Fighting Style
  65. 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.
  66. Archery, Defense, Dueling, Great Weapon Fighting, Two-Weapon Fighting.
  67.  
  68. Dark Wave
  69. 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 saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. You can use this feature once with no adverse effect. Each time you use it again before finishing a long rest, your maximum hit points are reduced by an amount equal to your character level. This reduction lasts until you finish a long rest.
  70.     Dark wave's damage increases as you gain levels: At level 4, this damage becomes 6d8. At level 8, it becomes 8d8. At level 12, it becomes 10d8. At level 16, it becomes 12d8.
  71.  
  72. Dark Knight Archetype
  73. 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.
  74.  
  75. Ability Score Improvement
  76. 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.
  77.  
  78. Extra Attack
  79. At 5th level, when you use an action to attack, you can attack twice instead of once.
  80.  
  81. Menacing Gaze
  82. 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. At the end of each of its turns, the creature can make a new saving throw to end the frightened condition. A creature that succeeds on its saving throw against this feature is immune to it for 24 hours.
  83.  
  84. Soul of Steel
  85. At 11th level you gain resistance to necrotic damage and your maximum hit points cannot be reduced, except by dark sword and dark wave. Additionally, creatures that regain hit points or gain some other benefit by damaging you or reducing your maximum hit points (such as a vampire's bite) gain no benefit from using those effects on you.
  86.  
  87. Touch of the Void
  88. At 13th level, necrotic damage inflicted by your dark knight features ignores resistance. Additionally, you can't be aged magically.
  89.  
  90. Resolute Will
  91. 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.
  92.  
  93. Inevitable Demise
  94. At level 17, once per round when you miss a creature with a weapon attack while using dark sword, the creature still takes damage from dark sword.
  95.  
  96. Black Blade Master
  97. At level 20, activating dark sword and dark wave beyond your normal number of uses no longer reduces your maximum hit points.
  98.  
  99.  
  100. DARK KNIGHT ARCHETYPES
  101.  
  102. HEXER
  103. 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.
  104.  
  105. Arcane Lore
  106. 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.
  107.  
  108. Accursed Blade
  109. Also at 3rd level, you can lay curses through your weapon. If you hit with a weapon attack, you can consume one use of this ability and choose on curse you know. If the curse calls for a saving throw, the target makes a saving throw according to the curse you chose against a DC equal to 8 + your Constitution modifier + your proficiency bonus. For a curse that requires an immediate saving throw, if it succeeds, the curse does not take effect, but this use of accursed blade is not considered spent. You can use this feature twice, and regain both uses after a short rest.
  110.     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.
  111.  
  112. Heretical Lore
  113. 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.
  114.  
  115. Blood Hex
  116. 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.
  117.  
  118. Forbidden Lore
  119. 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.
  120.  
  121. Twinned Curse
  122. 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.
  123.  
  124.  
  125. Curses
  126. Bound Fate: For 1 minute, the target's fate is inexorably bound to yours. For the duration, if you take damage, the target must make a 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.
  127.  
  128. 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.
  129.  
  130. 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.
  131.  
  132. 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.
  133.  
  134. 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.
  135.  
  136. 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.
  137.  
  138. 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.
  139.  
  140. Misdirected Suspicion: The target's mind is filled with whispers that cast suspicion on its allies. For 1 minute, when the target is subjected to a friendly spell (such as bless or cure wounds) or other beneficial effect (such as bardic inspiration or leadership) from a creature other than itself, it must make an 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 functions normally.
  141.  
  142. 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.
  143.  
  144. Shattered Armour: On a failed Constitution saving throw, the target loses any resistance it has to bludgeoning, piercing, and slashing damage for 1 minute.
  145.  
  146. 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.
  147.  
  148. 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.
  149.  
  150. Stolen Benevolence: On a failed Wisdom saving throw, you select one beneficial spell (such as bless) or effect (such as leadership) that you know is affecting the target, or that is chosen at random. For 1 minute or up to the effect's normal duration, that effect's target changes to you, and the target of this curse loses any benefit from the effect. Once this curse ends, the effect returns to its original target, if the effect's duration has not expired. This curse also ends if the effect ends, such as if the originator stopped concentrating.
  151.  
  152. 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.
  153.  
  154.  
  155. BLOOD KNIGHT
  156. Blood Knights earned their name because of their incredible fortitude and their ability to emerge victorious despite wounds that would cripple or kill lesser warriors. They have turned their study of the dark arts inward, using it to preserve and bolster their life force even as they convert it into profane power to destroy their enemies.
  157.  
  158. Umbral Aegis
  159. Starting at 3rd level when you first select this archetype, your flesh is infused with the same profane power you channel into your weapons. You have a pool of three d6s. When you take damage from a spell or an attack that you can see, you can roll any number of these dice, up to your maximum. You then reduce the damage you take by the total amount you rolled. You gain one additional die at levels 6, 10, 14, and 18. You regain spent dice when you finish a long rest. At 10th level, these dice change to d8s.
  160.  
  161. Imperishable
  162. Also at 3rd level, you have advantage on death saving throws. Additionally, dark sword does not end if you fall unconscious or drop your weapon.
  163.  
  164. Blood Sword
  165. At 6th level, you learn how to draw on the ebbing vitality of foes you slay to replenish your own. Once per turn when you kill a hostile creature that isn't a construct or undead with a weapon attack, you regain hit points equal to 5 + your Constitution modifier.
  166.  
  167. Vital Force
  168. Starting at 10th level, you learn meditative techniques that enhance your resilience. When you finish a short or long rest, you gain temporary hit points equal to your dark knight level + your Constitution modifier.
  169.  
  170. Back from the Dead
  171. At 14th level, when you have to make a death saving throw at the start of your turn, you can instead spring to your feet and lash out at your foes with renewed vigor. You regain hit points equal to half your hit point maximum, and you stand up if you so choose. You can then move up to twice your speed without provoking opportunity attacks and make one weapon attack. You have advantage on this attack roll and it deals additional damage equal to your dark knight level. Once you use this feature, you can't use it again until you finish a long rest.
  172.  
  173. Blood Blossom
  174. At 18th level, you learn a variation of 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 1d10 necrotic damage (roll separately for each target), 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.
  175.  
  176.  
  177. Dark Knight Multiclassing
  178. Prerequisite: Strength 13 or Dexterity 13, and Constitution 13
  179. Proficiencies gained: Light and medium armour, shields, simple and martial weapons
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