Dark Knight (5e Class)

From D&D Wiki

Jump to: navigation, search
Padlock.png
The primary contributor has requested no further edits to this page by anonymous users
The user above has requested no further edits to this page by anonymous users. This page is considered complete and balanced to a degree. As such, the page has been locked so that only registered users can edit it. If you are an IP user and wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not semi-protected, please either contact an administrator or remove this template.

Dark Knight[edit]

A tiefling casually saunters into a tavern. A known hive of scum and villainy, he knows that this is where he will find his prey. He finds the inside filled to the brim with outlaws and scoundrels of all walks. Among them, there is contract at a table. They see one another. The tiefling grasps his sword. His contract readies his crossbow under the table. The bandit fires, and is shocked to see his bolt pass through the tiefling. Before he can shout, his head is slashed from his shoulders, and the tiefling appears like a shadow brought to light. None of the other villains in the tavern dare to attack, knowing they will meet the same fate if they try.

A human fights valiantly against a beholder in its lair. The monster is tenacious, but the human is as well. The human raises her shield and readies her sword. Every strike swirls with evil power. Every blow is meant to send the beholder to unfathomable darkness. The beholder parries every blow, and knocks the human back. The human raises her head, and sees the beholder ready its magic. It intends to end the battle there. The human must end it as well. She calls upon an evil power within herself. She charges the monster, and cleaves it cleanly in two. The power has eaten away at her, and the human's life is now dwindling. The only thing that saves her is the healing touch of her paladin sister.

A dwarf is locked in mortal combat against a fiend from the foulest depths. Blow after blow is traded between the two, but the devil proves itself stronger. With a mighty swing, the devil knocks the dwarf off his feet, and rolling to the floor. The battle seems lost. But, the dwarf knows that if he loses, those he loves shall be doomed to the fiend's rule. The fiend smiles, as it sees the dwarf call upon the evil power within him. That smile soon fades, when the dwarf charges forward with a strength and vigor as if their fight had just begun. Every blow staggers the fiend, every movement is blindingly fast. Soon, the devil is beaten into submission, and sealed in the depths of its infernal realm. His work done, the dwarf begins his journey back to his home, where his wife and children await him.

Everybody has evil within them, but it is dark knights who utilize that inner evil for their own every day purposes.

Knights Without Leaders[edit]

A dark knight is a knight without a master. They forge their own destiny through life, taking work where they can. Oftentimes, they rely on the power of darkness to meet their own ends. Whether or not they use that dark power for good or evil is entirely up to them.

Creating a Dark Knight[edit]

A Dark Knight Without Leader

How did your character become a dark knight? Were they once a renowned warrior, who gave up their glory to wander the land? Were they once in service to a king, only to be deposed from service, whether or not by their own choice? Or, were they led astray from a once righteous path to follow the course of the darkness within themselves?

Quick Build

You can make a Dark Knight quickly by following these suggestions. First, Strength or Charisma should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose the martial weapon and a shield, shortbow with 20 arrows, scale mail, and a dungeoneer's pack for your starting equipment.

Class Features

As a Dark Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dark Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dark Knight level after 1st

Proficiencies

Armor: Light armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Athletics, Deception, Insight, Intimidation, Persuasion and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Martial Weapon and a Shield or (b) 2 Martial Weapons
  • (a) A Shortbow with 20 Arrows or (b) Any Simple Melee Weapon
  • (a) A Chain Mail or (b) Scale Mail
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Dark Knight

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Bloody Hands, Detect Outsiders
2nd +2 Fighting Style, Spellcasting, Dark Bane 2
3rd +2 Infernal Health, Dark Path, Harness Dark Power (Optional) 3
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3
5th +3 Extra Attack, Infernal Mind 4 2
6th +3 Aura of Sorrow 4 2
7th +3 Dark Path Feature 4 3
8th +3 Ability Score Improvement, Martial Versatility (Optional) 4 3
9th +4 4 3 2
10th +4 Aura of Clarity 4 3 2
11th +4 Abyssal Bane 4 3 3
12th +4 Ability Score Improvement, Martial Versatility (Optional) 4 3 3
13th +5 4 3 3 1
14th +5 Contaminating Touch 4 3 3 1
15th +5 Dark Path Feature 4 3 3 2
16th +5 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 3 2
20th +6 Dark Path Feature 4 3 3 3 2

Detect Outsiders[edit]

Your senses are open to the presence of creatures not of your own plane of existence. As an action, you are able to sense the presence of any abberation, celestial, fey or fiend within 60 feet of you for 1 minute. You know the type (celestial, fiend, etc.) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses upon finishing a long rest.

Bloody Hands[edit]

Dark power threatens to overwhelm you, and drives you to kill in the most horrific, violent way possible. As a bonus action, you are able to attack with necrotic damage equal to 2 x your Dark Knight level + your Proficiency Bonus + your Charisma modifier (minimum of 1). When you use this feature, you lose HP equal to half of the total damage you deal upon landing a successful hit, rounded down. If you miss with this feature, you and the targeted creature take no damage.

Alternatively, you can expend HP equal to 2 x your Dark Knight level to make your next attack ignore all damage resistances and immunities against the next creature you attack. This benefit persists until 1 minute has passed since you activated it or until you land a successful hit.

If this feature were to expend any amount of HP that would reduce your own HP to 0, then this feature will automatically fail.

Additionally, if you kill a target with this ability, you regain hit points equal to your Dark Knight level + your Proficiency Bonus + your Charisma modifier (minimum of 1).

Fighting Style[edit]

Starting at 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

  • Dark Warrior
You learn two cantrips of your choice from the warlock spell list. They count as Dark Knight spells (as cantrips) for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list. The number of cantrips increases by one when you reach 4th level and again at 10th level.
  • Defense
When wearing armor, you gain a +1 bonus to AC.
  • Protection
When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.
  • Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Spellcasting[edit]

Starting at 2nd level, you can cast dark knight spells.

Preparing and Casting Spells

The Dark Knight table shows how many spell slots you have to cast your spells. To cast one of your dark knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of dark knight spells that are available for you to cast, choosing from the dark knight spell-list. When you do so, choose a number of dark knight spells equal to your Charisma modifier + half your dark knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of dark knight spells requires time spent in personal reflection, or quiet meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your dark knight spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma Modifier.

Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier.

Dark Bane[edit]

Staring at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 + your Charisma modifier for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a being susceptible to necrotic damage, to a maximum of 6d8.

Infernal Health[edit]

Starting at 3rd level, the dark power flowing through you bolsters your fortitude, and makes you immune to disease and poison.

Dark Path[edit]

Starting at 3rd level, you choose a Dark Path to follow. Choose between the Path of Violence, the Path of Devilry, or the Path of Deception, all of which are detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at 7th, 15th and 20th level.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don't count against the number of spells you can prepare each day. If you gain an path spell that doesn't appear on the dark knight spell list, the spell is nonetheless a dark knight spell for you.

Harness Dark Power (Optional)[edit]

Also at 3rd level, you can expend a use of your Dark Arts to fuel your spells. As a bonus action, you can channel your Dark Arts and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Increase[edit]

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 using this feature.

Martial Versatility (Optional)[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Dark Knight. This replacement represents a shift of focus in your martial practice.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

If you gain extra attacks from any other source, such as multiclassing or class features, the total number of attacks you can make on your turn increases accordingly.

Infernal Mind[edit]

Also at 5th level, the dark power coursing through you fortifies your mental resilience, rendering you immune to the effects of fear and charm.

Aura of Sorrow[edit]

Starting at 6th level, whenever a hostile creature within 10 feet of you must make a saving throw, you impose a negative modifier to the saving throw equal to your Charisma modifier (with a minimum disadvantage of -1). You must be conscious to inflict this feature. At 18th level, the range of this aura increases to 30 feet.

Aura of Clarity[edit]

Starting at 10th level, you and friendly creatures within 10 feet of you can't be blinded or deafened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Abyssal Bane[edit]

Starting at 11th level, whenever you successfully hit a creature with a melee attack, whether with a weapon or unarmed strike, you roll an extra die equal to the attack's damage die. The result is added as extra necrotic damage, plus your Charisma modifier (minimum of 1).

The additional damage from Abyssal Bane is added to your attack's regular damage and any other additional damage from other sources.

Contaminating Touch[edit]

Starting at 14th level, you can use your action to extend the duration of one spell on yourself or on one willing creature that you touch for one turn. If multiple spells are affecting the target of Contaminating Touch, you decide which spell's duration is prolonged. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Dark Paths[edit]

Path of Violence[edit]

Those who follow the Path of Violence are those who let their might overtake them. Those on this path are able to crush their enemies with a single blow.

Violence Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the dark knight spell list, it now counts as a dark knight spell for you.

Path of Violence Spells
Dark Knight Level Spells
3rd compelled duel, hunter's mark.
5th magic weapon, ray of enfeeblement.
9th slow, vampiric touch.
13th banishment, locate creature.
17th hold monster, wall of force.
Dark Arts

When you choose this Path at the 3rd level, your power already begins to increase exponentially. Each Dark Arts option provided by your path explains how to use it. When you use your Dark Arts, you choose one of the two options to utilize. You may use any combination of Dark Arts abilities equal to 1 + Charisma modifier (a minimum of once), after which you must finish a short or long rest to use your Dark Arts again. Some Dark Arts require saving throws. When you use such a feature from this class, the DC equals your Dark Knight spell save DC.

  • Evil Reach: No enemy is beyond your reach. As a bonus action, you are able to increase the reach of your melee attacks by 5 feet for 1 minute. Additionally, the normal and long range your ranged weapon attacks increase by 20 feet.
  • No Escape: Your wrath follows quickly. As a bonus action, you are able to increase your base walking speed by 10 feet for 1 minute. For every dark knight level you gain upon learning this feature, your base walking speed increases an additional 5 feet when this feature is activated.
  • Dark Ferocity(Passive): Your combat style is marked by aggression and determination. As a passive ability, you can unleash a relentless assault against your foes. Once per turn, when you make your first melee weapon attack, you can choose to enter a state of Dark Ferocity. While in Dark Ferocity, you gain advantage on all melee weapon attack rolls using Strength during your turn. However, attacks against you also gain advantage until the start of your next turn.
Accursed Hands

Starting at 7th level, you become even more in tune with your violent nature. Whenever you use the Bloody Hands feature, you may make a Constitution saving throw. On a successful save, you take no damage from the chosen feature and add your Constitution modifier to its damage. On a failed save, you take the usual damage you would from using either Bloody Hands feature.

Aura of Brutality

Starting at 15th level, you exude an aura of pure, unchained wrath. Your attacks, and the attacks of all friendly creatures within 40 feet of yourself now count as magical for the sake of overcoming resistan ce. And you can add you Charisma modifier to your damage rolls.

Idol of Violence

Starting at 20th level, you become an avatar of malice and destruction. As an action, you gain the following benefits for 1 minute:

  • You gain temporary HP equal to 2d12 + your dark knight level + your proficiency bonus.
  • You gain advantage on all Strength, Dexterity and Constitution saving throws and skill checks.
  • All attacks now deal extra damage of your weapon's damage type equal to your attack bonus + your Constitution modifier + 2d8, on top of its normal damage roll and modifiers.

You must take a long rest before using this ability again.

Path of Devilry[edit]

Those who follow the Path of Devilry are those who are not afraid to let their inner evil flow. These knights walk a fine line between hero and villain.

Devilry Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the dark knight spell list, it now counts as a dark knight spell for you.

Path of Devilry Spells
Dark Knight Level Spells
3rd armor of Agathys, charm person.
5th darkness, detect thoughts.
9th animate dead, haste.
13th fire shield, phantasmal killer.
17th cone of cold, dream.
Dark Arts

When you choose this Path at the 3rd level, evil flows forth from you and starts to affect the world around you. Each Dark Arts option provided by your path explains how to use it. When you use your Dark Arts, you choose one of the two options to utilize. You may use any combination of Dark Arts abilities equal to 1 + Charisma modifier (a minimum of once), after which you must finish a short or long rest to use your Dark Arts again. Some Dark Arts require saving throws. When you use such a feature from this class, the DC equals your Dark Knight spell save DC.

  • Hellfire: You unleash a hellish aura about yourself. As a bonus action, you surround yourself with an aura of red hot flames for 1 minute. All hostile creatures within 10 feet of yourself suffer fire damage equal to 2d6 + your Charisma modifier (minimum of 1) at the beginning of each turns or when they attack you. This damage increases to 2d8 at 5th, 3d8 at 7th, 3d10 at 11th, 4d10 at 15th, and 4d12 at 17th.
  • Evil Eye: All gaze upon you in fear. As a bonus action, you force a hostile creature you can see within 30 feet of yourself to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute or if it breaks your line of sight. If the creature succeeds, nothing happens.
When a creature becomes frightened of you by this Dark Art, every successful attack that you inflict upon it deals extra damage equal to your Proficiency Bonus + your Charisma modifier (minimum of 1).
  • Demonic Touch(Passive): Your melee strikes are infused with dark power. Whenever you make a melee weapon attack with a weapon you are proficient with or an unarmed strike, you can choose to use your Charisma modifier instead of your Strength or Dexterity modifier for both your attack and damage rolls.
Aura of Apparition

Starting at 7th level, attacks seem to land on you less frequently. As a bonus action, you activate a ghoulish aura around yourself. As long as you are conscious, all hostile creatures within 15 feet of yourself have disadvantage on any attack made against you. The effect of this aura last for 1 minute. You are able to use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses upon finishing a long rest.

Blood Weapon

Starting at the 15th level, the dark magic within you allows you to siphon pieces of your enemies' souls. Whenever you land an attack on any creature, you gain temporary HP equal to half the damage you inflict plus your proficiency bonus + Charisma modifier (minimum of 1), rounded down. You may only have a total of half your maximum HP as temporary HP through this ability, and all temporary HP through this ability is lost after 10 minutes have passed after combat ends.

Idol of Devilry

Starting at 20th level, you allow yourself to be swallowed by your own inner evil. As an action, you gain the following benefits for 1 minute:

  • You surround yourself in an aura of hellfire. All hostile creatures within 30 feet of yourself suffer fire damage equal to 2d12 + your Charisma modifier (minimum of 1) at the beginning of each turns or when they attack you. Celestials will suffer twice as much damage from this feature.
  • Wings of hellish shadows grow from your back, granting you flight speed equal to 50 feet.
  • You summon spiked chains to restrain any creatures of your choosing that you can see. As an action, you may restrain up 8 creatures that are sized tiny, small or medium, up to 3 creatures sized large, 2 creatures sized huge and 1 creature sized gargantuan. Any creature caught in these chains has its speed halved and takes damage equal to 5d8 piercing and 2d12 fire damage. The slowing effect is negated if a creature breaks your line of sight. This ability may only be used once during Idol of Devilry.

You must take a long rest before using this ability again.

Path of Deception[edit]

Those who follow the Path of Deception are those who live by their wits. Those who practice deception are errant tricksters, who appear and disappear at a whim.

Deception Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the dark knight spell list, it now counts as a dark knight spell for you.

Path of Deception Spells
Dark Knight Level Spells
3rd comprehend languages, guiding bolt.
5th find traps, invisibility.
9th counterspell, nondetection.
13th arcane eye, greater invisibility.
17th mislead, modify memory.
Dark Arts

When you choose this Path at the 3rd level, you are able to sow confusion, and kill others over a period of time. Each Dark Arts option provided by your path explains how to use it. When you use your Dark Arts, you choose one of the two options to utilize. You may use any combination of Dark Arts abilities equal to 1 + Charisma modifier (a minimum of once), after which you must finish a short or long rest to use your Dark Arts again. Some Dark Arts require saving throws. When you use such a feature from this class, the DC equals your Dark Knight spell save DC.

  • Grisly Wound: As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you successfully attack a creature with an attack using the poisoned weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d6 + your dark knight level. On the same successful attack, the creature must additionally make a Constitution saving throw of DC 10 + your Charisma modifier. On a failed save, the creature receives the poisoned condition. If the creature succeeds, nothing further happens.
  • Invoke Duplicity: As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage.
As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
  • Savage Opportunist(Passive): Your combat style thrives on exploiting the slightest weakness in your foes, striking with lethal precision when the opportunity arises. Once per turn, when you hit a creature with a light or finesse weapon attack, you can inflict an additional 1d4 damage if you have advantage on the attack roll.
Moreover, if another enemy of the target is within 5 feet of it and not incapacitated, and you don't have disadvantage on the attack roll, you can apply this extra damage even without advantage.
Mark of Exhaustion

Starting at 7th level, your enemies begin to whittle away from battle exhaustion and minor hallucinations. As an action, you target up to 3 hostile creatures you can seem within 30 feet of you. These marks last for 1 minute. Whenever a marked target of this ability uses the attack action, casts a spell, or moves more than 5 feet in one turn, it must make a Constitution saving throw (DC = 10 + your Charisma modifier). On a failed save, the creature succumbs to its vertigo and falls prone. If the creature succeeds, nothing happens. If a creature is knocked prone from this ability or succeeds its saving throw, the mark disappears. You may use this ability an amount of times equal to your Charisma modifier (minimum of 1). You regain all charges after a long rest.

Devilish Escape

Starting at 15th level, you are able to pull yourself from seemingly any situation. As an action, you are able to turn invisible for 1 minute. Additionally, only on the same turn, you may use your bonus action to teleport up to 120 feet away from where you are standing into an unoccupied space that you can see, and you remain invisible. You are able to use this feature 2 times and may not use it again until you complete a long rest.

Idol of Deception

Starting at 20th level, you become an avatar of all things underhanded and duplicitous. As an action, you gain the following attributes for 1 minute:

  • You become invisible. This invisibility breaks upon attacking, but you may use a bonus action to become invisible again.
  • Your base speed doubles.
  • As an action, you may use Mark of Exhaustion on up to 20 hostile creatures within 50 feet.
  • Your first successful attack upon breaking stealth deals an extra 4d6 poison damage. All subsequent attacks on the same turn deal normal damage.

You must take a long rest before using this ability again.

Dark Knight Spell List[edit]

You know all of the spells on the basic Dark Knight spell list and additional spells based on your subclass.

1st Level

arms of Hadar, bane, burning hands, cure wounds, detect magic, detect poison and disease, dissonant whispers, false life, hex, protection from evil and good, purify food and drink, ray of sickness, shield, witch bolt.

2nd Level

blindness/deafness, blur, cloud of daggers, crown of madness, lesser restoration, locate object, magic weapon, spike growth.

3rd Level

bestow curse, call lightning, create food and water, dispel magic, elemental weapon, fear, hunger of Hadar, phantom steed, revivify, sleet storm.

4th Level

black tentacles, blight, control water, locate creature, wall of fire.

5th Level

antilife shell, arcane hand, contagion, conjure volley, dispel evil and good, raise dead.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dark Knight class, you must meet these prerequisites: Strength 13, Charisma 13

Proficiencies. When you multiclass into the Dark Knight class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: