Dark Knight, Variant (5e Class)
From D&D Wiki
|Work In Progress|
- 1 Dark Knight
- 1.1 The Darkness
- 1.2 Creating a Dark Knight
- 1.3 Class Features
- 1.4 School of Blood
- 1.5 School of Domination
- 1.6 School of Necromancy
- 1.7 School of Shadow
- 2 Dark Knight Spell List
Dark knights are not evil they are set on a special way or duty that they want to fulfill and follow but to fulfill this they use dark magic to overcome obstacles.
The Darkness is a force that can be harnessed by a select few, but not without some noticeable effects.
- You lost your taste food and drinks just taste the same.
- You are not that fazed by any form of natural hearts
- You are always surrounded by a slight dark mist.
- Sometimes when you breathe heavily you exhale dark cold mist.
- Every now and again you shift into the shadow realm - it looks like you blur for an instant in time (does not have any real affect)
Creating a Dark Knight
Think of why your Character if using the power why he took the powers of darkness that could consume him someday most times a Dark Knight gets his powers of ritual that is made with other Dark knights because there is a secret ring of Dark Knights that is their to keep balance in the world or whatever the DM wants to use them for.
Why would your character use dark power? Was it out of desperation? Out of ignorance? Not all Dark Knights are evil, but those who do tread this path tend to end up there.
- Quick Build
As a Dark Knight you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, martial weapons.
Saving Throws: Constitution, and your choice of Intelligence or Charisma.
Skills: Pick three from Athletics, History, Insight, Intimidation, Medicine, Persuasion, Religion, or Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Martial weapon & Shield or (b) Two Martial Weapons
- (a) 5 javelins or (b) Any simple melee weapon
- (a) priest's pack or (b) explorer's pack
- (a) cloak and hood or (b) fine clothes
- If you are using starting wealth, you have 3d4x10 GP in funds.
|Features||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|6th||+3||Dark School feature||4||2||—||—||—|
|7th||+3||Master of Souls||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|10th||+4||The Blackest Night||4||3||2||—||—|
|11th||+4||Dark School feature||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|14th||+5||Aura of Darkness||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|18th||+6||Unknown to Death||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
|20th||+6||Dark School feature||4||3||3||3||2|
At 1st level, you learn how to steal the life force of those who you hurt. When you hit a creature with an attack, you can use a bonus action on the same turn to drain their vitality. You regain hitpoints equal to your Constitution modifier + your proficiency bonus. You may use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after completing a long rest.
At 2nd level, you have learned how to cast 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 or Intelligence (whichever is your saving throw) 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.
For example, if you are a 5th-level Dark Knight, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Bane, you can cast it using a 1st-level or a 2nd-level slot. 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your Dark Knight spells, since their power derives from the strength of your convictions. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Dark Knight spell you cast and when making an attack roll with one.
You can use an arcane focus as a spellcasting focus for your Dark Knight spells.
At 3rd level, you are finally strong enough to handle the power of the dark schools. Choose between blood, darkness, domination, and necromancy. You gain features from your subclass at 3rd level and again at 6th, 11th, and 20th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master of Souls
At 7th Level you gain the ability to bind the souls of dead creatures to you. Choose a dead creature within 60 feet of you. For ten minutes, you can concentrate on the creature's body and soul, binding its soul to your service. If you take damage, you must make a concentration saving throw, as if you were concentrating on a spell. If the body is forced out of range during the ritual, the connection is severed, and you need to restart the ritual. When you bind its soul to you, you gain one random skill proficiency, determined by the DM. In addition, you gain temporary hitpoints equal to your Wisdom modifier + your proficiency bonus. These benefits last for 1 hour before fading.
The Blackest Night
At 10th level you can release the dark magic in you. As a bonus action, you can go into a night form. While in this night form, you gain a +2 to attack rolls, and you deal an extra 1d8 necrotic damage on a hit. These benefits last for a minute, or until you exit it as a bonus action. If you kill a creature during this time, the amount of time you can stay in your night form increases by 30 seconds. Once you use this feature, you can't use it again until you finish a long rest.
Aura of Darkness
At 14th level, you gain the ability to make an aura of darkness erupt from your body. As an action, you can create an aura of darkness and fear around you. Magical darkness floods out from you, covering everywhere in a 10-foot radius from you. In addition, hostile creatures that enter the darkness must make a Wisdom saving throw against you spell save DC. On a failed save, they become frightened of you, and they take 1d8 necrotic damage at the start of their turn while they are inside of the aura. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. This aura lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
At 15th level you can resist death. Your will to fight is so strong that if you drop to 0 hit points, you can choose to drop to 1 instead. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Unknown to Death
At 18th level, you become so powerful that death cannot touch you. You gain advantage on death saving throws.
School of Blood
You have chosen to focus on using the blood of your enemies to boost your own health and defenses.
- Blood Leech
You have learned how to leech blood to heal, like a vampire. Starting at 3rd level, whenever you hit a humanoid creature that has blood and is bloodied, you can choose to gain an amount of temporary hit points equal to half the damage dealt, rounded down. You can do this a number of times equal to your Constitution ability score modifier, regaining all uses upon completing a long rest.
- Healing Blood
You have learned how to straight up heal yourself after killing creatures full of blood. Beginning at 6th level, after killing a creature that has blood, you can use a bonus action to heal yourself an amount equal to the amount of damage that killed the creature. You can do so an amount of times equal to your Intelligence ability score modifier per completed long rest.
- Bloodied Strike
You have learned how to properly strike again after killing a creature. Upon killing a creature, you can use a bonus action to attack another creature within range of your weapon, adding an additional 1d8 damage to the strike.
- Blood Armor
You have learned how to armor yourself with the blood of your foes. Starting at 20th level, if you kill a bloodied creature that has blood, you can choose to gain a bonus +1 to your AC, to a max of +3. Every time you get hit or if an attack would have hit but didn't due to the bonus AC, you lose 1 bonus AC. Once you have gained a total of 3 AC, you cannot gain anymore until you finish a long rest.
School of Domination
You have chosen to focus on commanding others like puppets.
- Fearful Force
You have learned how to force your will upon others through fear. Starting at 3rd level, as a bonus action, choose one creature within 10 ft of you and make a Charisma (Intimidation) check contested against their Wisdom (Insight) check. If they succeed the check, nothing happens. If you succeed the check, the target is frightened of you and will obey you for an amount of rounds equal to your Charisma modifier. For example, if your Charisma modifier is four, then the target obeys your commands for four rounds. Once you have used this feature on a target, you cannot do so again on the same target until you have finished a long rest.
- 6th Level Feature
- Dominating Strike
You have learned how to force your will onto others through your weapon. Starting at 11th level, upon hitting a creature with a melee attack, you may force them to make a Wisdom saving throw against your spell save DC. If they succeed, nothing happens. If they fail, they are forced to obey a command you give them on their next turn. Once you use this feature, you must complete a short or long rest in order to do so again.
- 20th Level Feature
School of Necromancy
You have chosen to focus on raising the dead to serve your desires.
- Soul Harvest
You have learned how to reap the souls of slain creatures to heal. Starting at 3rd level, whenever you land the killing blow on a creature, you may reap their soul and choose a living creature within 30 ft of you. You can choose yourself. That creature regains an amount of hit points equal to two times the creature's challenge rating, minimum 1. You may use this feature an amount of times equal to your Intelligence modifier, regaining all uses upon completing a short or long rest.
- Undead Control
You have learned how to manipulate and raise the undead. Starting at 6th level, you have the Animate Dead spell always prepared. It does not count against the number of spells you have prepared. When you cast the spell, you may give each summoned undead one common nonmagical item of your choice. They are considered proficient in it and the item's stats are added to the creature's as appropriate.
- Reaping Strike
You have learned how to take the life force out of other creatures and heal yourself. Starting at 11th level, you may, upon hitting a creature, deal an extra 2d8 necrotic damage and heal for half of the total damage dealt by the weapon and the necrotic damage. You may do this an amount of times equal to your Intelligence modifier, regaining all uses upon finishing a short or long rest.
- Undead Army
You have learned how to control undead for much longer periods of time. Whenever you cast Animate Dead, you have control over each creature for an amount of days equal to 2d4 + your Intelligence modifier. After this time, you must cast the spell again to regain control over them. You must spend an extra 3d4+ your Intelligence modifier minutes casting the spell to gain the benefits of this feature.
School of Shadow
You have chosen to focus on using the darkness to not be seen as easily.
- Unseen Force
You have learned how to never be seen or heard. Starting at 3rd level, you gain proficiency in the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses the Stealth skill. Also, wearing armor does not impose disadvantage on your Stealth checks and you have advantage on Stealth checks made while in darkness.
- 6th Level Feature
- Shadow Assassin
You have learned how to strike from the shadows where it hurts. Starting at 11th level, if you attack a surprised creature and hit, all your attacks are critical hits until the end of your next turn if they are all made against the same creature and hit. Your critical hit range also increases to 19-20.
- 20th Level Feature
Dark Knight Spell List
You know all of the spells on the basic Dark Knight spell list and additional spells based on your subclass.
- 1st Level
armor of agathys, arms of hadar, bane, burning hands, Cause Fear, color spray, command, detect evil and good, detect magic, expeditious retreat, false life, hellish rebuke, hex, jump, longstrider, ray of sickness, thunderwave
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level