Dark Knight FF (5e Class)
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- 1 Dark Knight, 5e v2
- 1.1 Class Features
- 1.1.1 Table: The Dark Knight
- 1.1.2 Unarmored Defense
- 1.1.3 Darkened Power
- 1.1.4 Blood Weapon
- 1.1.5 Fighting Style
- 1.1.6 Arcane Circle
- 1.1.7 Last Resort
- 1.1.8 Ability Score Increase
- 1.1.9 Extra Attack
- 1.1.10 Soul Eater
- 1.1.11 Arcana Killer
- 1.1.12 Ability Score Increase
- 1.1.13 Weapon Bash
- 1.1.14 Muted Soul
- 1.1.15 Extra Attack (Special)
- 1.1.16 Arcana Slaughterer
- 1.1.17 Last Resort Improvement
- 1.1.18 Blood Soaked Weapon
- 1.2 Multiclassing
- 1.1 Class Features
Dark Knight, 5e v2
Dark Knights are not evil by nature. They are Knights by nature, and are still bound by a path of righteousness. Dark Knight's seek to maintain order within the realm, by fighting for one side; the living. You are equipped with powerful skills as you level, but they'll require you to expend spell slots to use them. Famous Dark Knights may include Cecil Harvey, Zeid, and Alternis Dim.
- Quick Build
You can make a Dark Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. You may select any background, as long as you can explain it adequately to your DM.
As a Dark Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five handaxes or (b) any two simple melee weapons
- (a) a priest's pack or (b) an explorer's pack
- (a) Chain mail, (b) scale mail, or (c) studded leather
|Features||—Spell Slots per Spell Level—|
|1st||+2||Unarmored Defense, Darkened Power, Blood Weapon,||—||—||—||—||—|
|3rd||+2||Arcane Circle, Last Resort||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||Extra Attack, Crimson Blight||4||2||—||—||—|
|6th||+3||Soul Eater, Arcana Killer||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|15th||+5||Extra Attack (Special)||4||3||3||2||—|
|16th||+5||Ability Score Improvement, Arcana Slaughterer||4||3||3||2||—|
|18th||+6||Last Resort Improvement||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
|20th||+6||Blood Soaked Weapon||4||3||3||3||2|
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Some of the Dark Knights features will utilize a save DC, not unlike a spell save DC. This DC is 8+ constitution + your proficiency bonus. Unique to Dark Knights, as their Constitution allows them to undergo more strenuous uses of the dark energy that empowers them.
At 1st level, you may expend a spell slot as a bonus action to activate your Blood Weapon feature. The weapon must deal slashing damage, and can only be activated on one weapon at a time.
Blood Weapon is a Dark Knight technique that allows one to drain hit points through their weapon weapon attacks and add it to their own. If a Dark Knight's HP is full, there is no effect with Blood Weapon. On a successful weapon attack, you deal 1d6 per spell slot level of necrotic damage, regaining health equal to the damage dealt. This technique has a different effect on the undead, harming you instead and restoring hit points to undead equal to the damage dealt. Your Blood Weapon lasts for 1 minute with concentration. It ends early if you are knocked Unconscious or if one round passes and you haven't attacked a hostile creature.
At 2nd level, you adopt a 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.
While you are wearing armor, you gain a +1 bonus to AC.
When you are 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 melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 3rd level, you can expend a spell slot as a bonus action to cast Arcane Circle. Within 10 feet of you, you and friendly creatures are granted resistance to damage from spells. This affect may last up to 1 minute, with concentration. When casting Arcane Circle at higher levels, the radius increases by 10 feet per spell slot level.
At 3rd level, you can expend one spell slot as a bonus action to activate your Last Resort feature. A crimson colored aura surrounds your body, forcing hostile creatures within 20 feet of you to make a Wisdom Saving Throw against your Dark Power DC. On a failed save, they must focus their attacks on you. When you land an attack on a creature during Last Resort, you deal 1d12 extra damage of the weapons type. If a creature lands an attack on you, you suffer an additional 1d12 of the damage type. Activating Last Resort with higher level spell slots will increase these damage rolls by 1d12 per spell level. (I.E. Level 2 Spell slot is 2d12, Level 3 is 3d12, so on)
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At level 15, you may make one additional weapon attack as a bonus action if Blood Weapon is active.
At 5th level, your attacks are imbued with powerful energy. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d4 force damage.
At 6th level, you can expend a spell slot as a bonus action to cast Soul Eater. This effect lasts for 1 minute.
You are devoted to fight for the living, and sacrifice your health for increased damage. When landing successful weapon attacks, add 1d8 of the weapons damage type to the damage rolls. At higher spell slot levels, you undergo severe strain, and while increasing damage done by 1d8 per spell level, also suffer 1d8 per spell level in damage upon activation.
At 6th level, when a creature within 5 feet of you casts a spell, you can expend a spell slot to make a melee weapon attack against that creature. The weapon attack deals an extra 1d8 force damage per spell level. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Ability Score Increase
When you reach 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.
At 10th level, you max expend a spell slot to use Weapon Bash on an attack roll. Bashing will attempt to Stun a creature with an additional damage of 1d10+STR modifier. This damage increases by 1d10 per spell slot level. The target must pass STR saving through against your save DC, or be subjected to the stunned condition for the next round.
At 14th level, when you use Last Resort, only enemies within 10 feet from you are forced to focus their attacks on you.
Extra Attack (Special)
At 15th level, if you have Blood Weapon active, you may make one extra weapon attack as a bonus action.
At level 16, you have advantage on saving throws against spells cast by creatures within 5 feet of you.
Last Resort Improvement
At 18th level, you've learned how to reduce the damage you take by going into a frenzy like state. Instead of taking an additional 1d12 of damage when a creature lands an attack on you, you now only take 1d6 regardless of which spell slot you expended.
Blood Soaked Weapon
At 20th level, when you activate Blood Weapon, you can store temporary HP regardless if your max HP is full. During Blood Weapon, the temporary hit points may stack, however you may not stack these temporary hit points afterwards, even if you activate Blood Weapon once more.
Prerequisites. To qualify for multiclassing into the dark knight class, you must meet these prerequisites: Str 13 or Dex 13, Cha 13 Proficiencies. When you multiclass into the dark knight class, you gain the following proficiencies: Simple and martial weapons, light and medium armor, shields.