Dark Lord (5e Class)

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Dark Lord[edit]

Dark Lord Asterax

Two massive armies are interlocked in a combat stalemate down a straight, unwavering line. Suddenly, a feeling of dread fills the air as a tall, armored figure slowly approaches the very center of the battle. The towering figure stares down the opposing force for a brief moment as the vermin cower behind a wall of shields. With one swing of a great weapon, the enemy line cracks as bodies are thrown here and there while a black whirlwind of metal decimates the enemy. Noticing that the line has been penetrated, the great warrior ceases the attack and calls the army at her back to charge. And so they flood the opening of the enemy lines as the towering figure slowly withdraws.

A man in a mask and hood trots his high steed through town with a small host of rugged mercenaries at his side. They rush through the streets and burn the houses as the masked man continues on his casual meandering. A crying child now stands in his way. He approaches slowly. He unhorses, lays his hand on the child's head and looks him in the eye. Suddenly, the child begins to pour tears of blood. The child gets down on both knees and quivers vigorously... over... and over... again... and again... until the body ceases to twitch. The buildings are charred and decrepit now. The masked man stares at the lifeless husk of flesh before him. His eyes squint. Under the mask... he smiles.

An armored orc upon a flaming throne leans her head upon her hand. She lives alone in this dark, flame-engulfed palace. She closes her eyes for a moment. One moment of peace. The door on the other side of her grand throne room opens to reveal a piercing light. A small group of misfits has come to disturb her in her moment of serenity. The one in the center brandishing a shining blade, wearing a flowing white cape, spouts nonsense that echoes through her sacred hall. She shuts her eyes in annoyance. She has stolen another moment of peace for herself. When she opens her eyes, she towers over the fools and notices that she wields a lightning sword in one hand and a flaming whip in the other. She spreads her wings in excitement. Oh no! Her wings have cracked her ceiling... her perfectly crafted walls. She is furious. She must release her anger on someone. She darts her eyes down at the group of imbeciles. Them!

These are dark lords. They are not lords of land or people necessarily. They do however have power. Dark power. They are often seen as the arch nemesis of the fighter, the typical fantasy warrior-hero. They bring a combination of calm but short-tempered fighting rage as well a certain amount of magic abilities they use to often annoy and destroy their opposition before, during and after the battlefield.

Being of Pure Evil[edit]

They say it's the quiet ones you should watch out for. This statement is truest for a dark lord. They say few words because their energies are concentrated on suppressing the fire and the fury within giving them a very calm demeanor... until provoked. The simple act of walking through a crowd makes the dark lord's presence known through the negative energies that pulse from his very being. You embrace the hold that evil has over you and in return it awards you with innate abilities made to destroy and spread ruin.

During times of youth, you may have shown prodigious skills in your studies or athletics or were simply a very well liked young one around the area. But after time or simply one event, you are lost in the darkness. In that darkness, you learn to master the evil within. Though you may not have been of noble descent, as the title suggests, you are indeed a person with great power over something. That something is evil incarnate... wrath and fury, tightly wound within your being.

Authority and Poise to good reason[edit]

A dark lord does not have very much patience for the mundane. Even combat training has seemed to be slightly rushed. They are able to use the most devastating weapons and the most adamant armor, shunning the use of anything less than the best. They are lords, first, and warriors, second. Their energies are used most to scheme and direct and only use what they will need. A dark lord will take what is useful and leave the rest which often leads to the neglect of stronger uses, this is most evident in magical pursuits.

Authority and poise are characteristics of someone who is very well off and successful. Something humans aspire to be. Humans often are the ones who fall for the powers of evil. The drow elves, however, often dabble in the dark arts and are just as susceptible to the seduction. Tieflings are rather drawn to these dark arts naturally and are the most likely to take them to the utmost extreme. Half-orcs, vampires and half-elves can also be drawn in for various reasons ranging from fury towards the world to being fed up with simple harassment. But above all, dark lords seek to see their superiority to tower over the masses.

Quick Build[edit]

For stats, have Charisma be highest, then Strength and Constitution. As for Skills, Perception and Intimidation.

Creating a Dark Lord[edit]

Before you make a dark lord, know that the class is very dependent on an evil slant. Dark lords are people who are wholly evil or at least wholly corrupted by it. Perhaps you have always been evil and have disdain for all things. Maybe you were good for a while and have been completely corrupted by the evil you have so long fought, exposing yourself. Perhaps you seek to dominate everything, believing that you are the only one capable or simply because you are selfish. Maybe you wish for destruction, believing that everything has no meaning and that the true state of things is purgatory or... maybe because it's just fun. And why not? Besides, with all these "heroes" running about, they will need an interesting villain to foil them and for them to face.

If you want to be a good aligned Dark Lord, just replace the word evil with happiness and understand that you channel joy and bliss when you deal 12d8 necrotic damage to all those farmhands.

Class Features

As a Dark Lord you gain the following class features.

Hit Points

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


Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Flail, Glaive, Greatsword, Halberd, Longsword, Morningstar, Pike, War Pick, Warhammer
Tools: Blacksmith tools or Alchemy tools
Saving Throws: Strength, Charisma
Skills: Choose two from the following: Arcana, Athletics, Deception, Insight, Intimidation, Perception, Religion, Survival


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

  • (a) Longsword or (b) Warhammer
  • (a) Halberd or (b) One melee weapon
  • (a) Chain mail or (b) Scale mail
  • Diplomat's Pack and 5d6 x 10 gp

Table: The Dark Lord

Level Proficiency
Wrath Points Features Spells Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 - Sinister Tricks, Fighting Style 2 2
2nd +2 - Wrathful Blows 3 3
3rd +2 4 Lord's Dominion, Wrath, Innate Spellcasting 6 6 2
4th +2 7 Ability Score Improvement 7 7 3
5th +3 9 Forcestrike(1d6), Extra Attack 9 9 3
6th +3 12 Black Rebellion 10 10 3
7th +3 15 Dominion Feature 11 11 4 2
8th +3 17 Ability Score Improvement 12 12 4 2
9th +4 19 Unyielding 14 14 4 2
10th +4 22 Forcestrike(1d8) 15 15 4 3
11th +4 25 Dominion Feature 16 16 4 3
12th +4 25 Ability Score Improvement 16 16 4 3
13th +5 27 Frightful Presence 17 17 4 3 2
14th +5 27 Dominion Feature 17 17 4 3 2
15th +5 29 Forcestrike(1d10) 18 18 4 3 2
16th +5 29 Ability Score Improvement 18 18 4 3 3
17th +6 32 Dominion Feature 19 19 4 3 3
18th +6 32 Deathly Will 20 20 4 3 3
19th +6 35 Ability Score Improvement, Forcestrike(1d12) 21 21 4 3 3 1
20th +6 35 + Charisma modifier Dominion Feature 22 2 4 3 3 1

Sinister Tricks[edit]

You will learn innate magical abilities as you progress as a dark lord as well as learn spells from a power-based school of magic.
Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier
Firstly, you learn minor but very useful spells you can use at any time. You learn modified forms of the cantrips Acid Splash, Ray of Frost and Shocking Grasp. At 7th level, when you use your action to cast a cantrip you may make one melee attack as a bonus action.
Acid Splash: Range is 60 feet. You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Ray of Frost: Range is 60 feet. A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8)and 17th level (4d8).
Shocking Grasp: This is a touch range spell. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Fighting Style[edit]

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.
Defense: While wearing armor, you gain a +1 to AC.
Dueling: 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Brutal: With every hit of a weapon you are wielding with two hands, you can choose to subject a tiny-medium sized opponent to make a Strength save where the DC is 8 + proficiency bonus + your Strength modifier. Upon a failed save, the creature is knocked 5 ft away from you.
Stylish: When you attack with your weapon you tend to show off. When you take the Attack action on your turn, as a bonus action, you may subject a creature within 30 feet of you to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you.

Wrathful Blows[edit]

Starting at 2nd level, every strike gains an extra push from the brewing wrath within. You may now add half your Proficiency bonus to the damage and attack bonus of all your attacks (round down on odd numbers). This bonus to damage improves to equal your Proficiency bonus at level 15. These are both included if already proficient with the attack.

Eldritch Invocations[edit]

Starting at level 2 you may choose 2 eldritch invocations of your choice(ignoring warlock subtype prerequisites) at level 5 this increases to 3, 4 at level 8, 5 at level 12, 6 at level 15 and 7 at level 18. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Lord's Dominion[edit]

At 3rd level, choose an archetype. See the Lord's Dominion. The dominions each have spells and abilities you will learn as you progress in them.


At 3rd level, you are able to harness the rage from within and can manifest it into different abilities that you gain along your progress as a dark lord. Your access to these abilities is represented as points. These points are brought back after finishing a short or long rest, the time it takes for your angry energy to build back up and numb your senses once more,See chart.. Your weapons are considered magical for the purpose of by passing resistances.

Innate Spellcasting[edit]

Alongside gaining innate, unique powers as a dark lord, at 3rd level, you also start to dabble in learned magical arts. Of course, you have an affinity for the aggressive and tricky spells, becoming partial to those studied by the warlocks. Thus your spells are taken from the warlock's spell list. You start off knowing 2 cantrips and 4 known 1st-level spells from that list. You learn two more spells at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th and 20th levels. When you gain a level in this class, you can choose one of the Warlock Spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have Spell Slots.

Ability Score Improvement[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.


Starting at 5th level, upon declaring you will make an attack, you may make it a forcestrike hit adding 1d6 force damage if successful. This ability takes up 2 wrath points. Force damage increases at 10th level (1d8). At 15th level, the force damage is 1d10. At 19th level, force damage becomes 1d12

Extra Attack[edit]

Starting at 5th level, you may attack twice instead of once when you take the Attack action on your turn. Gain an additional 3rd attack at your 15th level.

Black Rebellion[edit]

Starting the 6th level your wrath has began to physically transform you. In addition to this once per short rest you may unleash your wrath transforming yourself into the true form of hatred itself for one minute . While in this form you regain hit points equal to half your dark Lord level at the start of your turn.you focus your hatred and gain advantage on all attack and strength checks


At 9th level, your wrath now pushes your strength to slightly higher levels to provide a more passive function. You no longer suffer penalties as a result of wearing heavy armor and double your Proficiency bonus on Strength (Athletics) checks and Strength saves.

Frightening Presence[edit]

Starting at level 13, your presence alone can cause fear. For 7 wrath points, you can subject each creature of your choice within 50 ft of you who is aware of you to make a Wisdom saving throw, becoming frightened for 1 minute on a failure, where the DC equals 8 + Charisma modifier + proficiency bonus. A creature may repeat the saving throw at the end of each of its turns, ending the effect upon success. If the creature's saving throw is successful or if the effect ends, the creature is immune to the Frightful Presence for 24 hours.

Deathly Will[edit]

At 18th level, you learn to directly damage the life essence of a creature you can see. This feature requires concentration and while using this feature you cannot make any other action. You can subject a creature to make a Constitution save. If it succeeds the saving throw, there is no effect, no one notices and the creature is immune to this affect for 24 hours. Upon failing this saving throw, the creature takes 5d8 necrotic damage. Its hit point maximum is reduced by half the damage for 24 hours. This feature is a magical effect for purposes for overcoming damage reduction. If the Dark Lord wants the effect to continue, the creature may repeat the saving throw with disadvantage at the start of its turns. Every time it fails, it takes 2d8 necrotic damage + your Charisma modifier of damage. Also, upon continuing, the creature starts to squirm and wail due to the pain of their life essence being drained and cannot move from the spot it is in currently unless you release it or it succeeds in a subsequent saving throw. When it is in this state, attacks made upon it are made with advantage and it cannot do anything unless it succeeds a saving throw or is released. it requires 6 wrath points to initiate and 1 wrath point at the start of your turn to maintain. If the target is healed or has its mind protected from Deathly Will, the Dark Lord's connection is severed and takes psychic damage equal to its Charisma score + the CR of the target. This feature cannot be used on constructs or undead.

Lord's Dominion[edit]

You dominate over an aspect of the world and coalesce its essence within you in order to access certain types of abilities.

Dominion of Power[edit]

You give no room for imbeciles as you charge down your path to reach your destiny with invigorated might and a disdain for those weak of heart. None will stand in your way. You are power and your vigor cannot be swayed. Laws, to you, are not impervious to being broken, even those of the universe.

Power Within[edit]

At 3rd level, you learn to conjure a powerful gust of wind for 4 wrath points. The spell requires concentration and can last for a minute or until you let it go.
A line of strong wind 60 feet long and 15 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
You also gain all of the following features.
You gain advantage to saving throws against fear.

Manipulate Force[edit]

At 7th level, you can reach out with a hand to launch an invisible missile that carries force to an opponent. As a bonus action, you can make a ranged spell attack, sending out a force missile to a creature you can see within 60 ft to cause 2 + Charisma modifier force damage. This ability takes 1 wrath point.
Also, you learn to forcefully push or pull a target without requiring physical contact. For 3 wrath points you, as an action, subject a creature, up to medium size, within 30 feet to make a Strength save. Upon failing that creature is suddenly launched in any direction of your choosing for a distance up to 30 feet. If you wish to subject a creature of size category above medium, you will need to spend 1 additional wrath point per size category above medium. If you use this, you may make a single melee attack as a bonus action.


When you reach 11th level, you are able to condense your whole body into a tight speck, destroy your "information", as it were, and recreate your being in a completely different location in space all in an instant. For 3 wrath points, as an action you can apparate to a location within 90 feet that you can see or have already seen. In addition, you can take one creature up to size large as well as any equipment they carry with you. If you wish, you may subject the creature you take with you into making a Constitution saving throw. If the creature fails, it takes 3d6 necrotic damage. If you apparate to a location that is already occupied, you and the creature you may take with you take 4d8 force damage and fail to apparate to that location.

Unstoppable Force[edit]

At 14th level, negative magics flow inside you, hardening your resolve and your body. For 3 wrath points, you can use your reaction to stop a melee or ranged or magic attack aimed at you by catching it. A melee attack's damage is reduced by 1d10 + your Strength modifier + dark lord level and is an effective grapple or disarm. Stopping a melee attack however can only work against creatures up to medium size. A ranged attack is completely reduced to 0 damage and, if it was a thrown weapon, you may attack with it as a part of the same reaction. At level 18, you may effectively halt a large creature's melee attack but you cannot grapple or disarm in this manner.

Powerful Personality[edit]

At 17th level, even your at your most casual and benign state, you maintain an overpowering personality that is made most obvious through speech. You now add your wisdom modifier (minimum 1) to all charisma checks made to cause fear (intimidation) or to alter someone's opinion (persuasion).

Spell Foil[edit]

At 20th level, you are able to catch a spell in mid-effect. For 20 wrath points, you may attempt the following. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. If it succeeds, nothing happens and the creature's spell occurs as normal. If it fails the save, you completely negate its effects on you and others, if any, and can use the spell as if it was your own as a part of the same reaction. The spell can be of any level. The usage of the spell requires you to use a number of wrath points equal to the level of spell slot the spell uses. If you simply wish to negate the spell, you can and it simply takes the same requirements as recasting it.

Dominion of Sentience[edit]

If one wants to gain absolute power, domination over the minds of others, must be achieved. You are easily amused by the mental torment of your enemies. Every now and then, however, you can enjoy minor trickery as well. Playing with other's mind is a hearty past time for you... as well as destroying them.

Dark Mischief[edit]

At 3rd level, You learn an exotic language of your choice in hopes to stretch your influence. Furthermore, you learn spells to aid you during social and/or public matters. Casting of the spells takes 2 wrath points.
Alter Self: You can use Alter Self as a spell-like ability. You assume a different form. When you cast the spell, choose one of the following options: Aquatic Adaption, Change Appearance, Natural Weapons. The effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
"Aquatic Adaption": You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
"Change Appearance": You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
"Natural Weapons": You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Compelled Duel: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Zone of Truth: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Breaching Charisma[edit]

At 7th level, you are able to effortlessly make a creature spill its thoughts to you due to your intense personality and are able to discern its desires while it is in this vulnerable state. When you make wisdom (Insight) checks to sense a creature or person's motives, you add your charisma modifier, assuming that your presence has been made known to it.

Mind Flay[edit]

At 11th level, you are able to reach out and destroy a creature's mind. Upon successful grapple, you can lay your hand on the creature's head and deliver 3d6 psychic damage every turn as long as you hold on to the head. If freed, the creature needs to succeed a Wisdom saving throw to resist being frightened, which if failed can be repeated at the beginning of its subsequent turns.

Halted Thought[edit]

At 14th level, you are able to choose any creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. The creature may redo the saving throw at the end of its turns with disadvantage. This spell has no effect on undead or constructs. Once a creature frees itself, it is immune to your paralysis for 24 hours. This ability takes 3 wrath points.

Mind Crush[edit]

At 17th level, you are able to trigger a creature's memories simultaneously to bring a host of psychological pain flushing through its being. For 10 wrath points, you can subject creatures in a 15 foot by 30 foot area in front of you to make a Wisdom saving throw. Upon failing, creatures takes 12d6 psychic damage, or half if successful.

Soulbound Reliquary[edit]

at level 20 You have gathered so much negative energy that you may extend the essence of your being to an object. Starting at 20th level, you can bind your very self to an object, making it indestructible. If you are killed, your essence returns to the reliquary but you are not immediately reborn. You can be brought back by a simple wish spell, by a prayer from a magically inclined individual within the presence of your reliquary or other powerful magics of your DM's allowance. However, if the object is subjected to the Dispel Magic spell or other powerful magics while formless, you are dead. Any who hold the trinket can telepathically communicate with you if you wish to allow it to be aware of your presence. If you are ever made formless, you can once per day cause 10d4 necrotic damage to any who hold your reliquary.

Dominion of Destruction[edit]

Your wrath takes on its rawest forms as you angrily unleash them upon your enemies. The way to fulfill your ambition is through destruction... and perhaps subsequent recreation of all things in your image. But the way there is through fire and brimstone.

Evil Eye[edit]

At 3rd level, you learn to muster fire straight from your mind and funnel them through your eyes. Each variant can be used as an action for 2 wrath points.
Aimed Ray: Range 200 feet. You make an attack at a single creature that you can see with a streak of red-hot rays from each of your eyes. Upon successful hit, the creature takes 4d6 fire damage. At 10th level, damage goes to 6d6. At 17th level, damage goes to 6d8.
Peripheral Ray: You open your eyes wide and spread a short-ranged ray of fire. You can subject every creature within 5 feet in front of you, as well as any on your left or right sides, to make a Constitution save in an attempt only to take half the damage of 2d8 fire damage. At 10th level, damage goes to 4d8. At 17th level, damage goes to 5d10.
Blink Explosion: Range 120 feet. You focus on an area you can see. After the designation, you blink and flames suddenly erupt in a 15 foot radius from the spot you specified. Creatures inside the range must do a Constitution save in an attempt to take only half the damage of 2d6 fire damage. At 10th level, damage goes to 4d6. At 17th level, damage goes to 6d6.

Unhinged Fury[edit]

Even in numbers, vermin are still vermin. At 11th level, your physical strength is amplified by the hell inside and is demonstrated through very powerful blows. For 4 wrath points, you may subject all creatures that qualify for the following as an action: within 5 feet, in front, on left and right sides of the dark lord. These creatures must make a Strength save where the DC equals 8 + proficiency bonus + Strength modifier. Creatures that fail are knocked back 10 feet and take 1d8 + your Strength modifier force damage. Creatures that succeed merely take half the damage. At 17th level, force damage goes to 2d8.
When you use your action to perform this ability, you may make one melee attack as a bonus action.

Flourish Strikes[edit]

Starting at 14th level, your strikes carry through their motion and potentially hit others. For a number of wrath points, you benefit from the following for one turn. Every time you attack, you may attempt to hit targets equal to the number of wrath points used (up to 3), within range, with one strike. Should you wish to use Forcestrike with this, it will affect all creatures hit.


At 17th level, double your proficiency bonus on all Charisma (Intimidation) checks you make.

Towering Inferno[edit]

At 20th level, you gain the ability to unleash all of your wrath all at once and take a truly evil form. You may spend 12 wrath points to transform into a balor demon for a number of minutes equal to your Charisma modifier. In this form, you retain your current hp, your Intelligence, Wisdom and Charisma scores but everything else about you is wholly balor. You cannot use this ability again until after a long rest.

Dominion of Arcane[edit]

Your wrath takes an entirely different form, in arcane ambition. You seek to not only become a master of combat, but a master of sorcery, and the arts of arcane forces. You become a sheer force of destruction and power. (Allows you to play an evil more combat oriented wizard. This also replaces all your normal spell stuff with that of a wizards with the exception being charisma is your casting modifier and not intelligence. To help limit this I strongly recommend amending your character in a way that allows him to use his power, while not making him overly powerful. Particularly through why he follows the current path of the Dark Lord.)


At 3rd level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 3 hours and costs 120 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 50 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Power Realized[edit]

Your power is beginning to be realized, you are slowly but steadily learning the magical arts. At third level you replace your current spell slots per level with that of a standard wizard. You also use wizard spell list

Gaining a School[edit]

You have finally become powerful enough to specialize in a school of wizardry. At level 3 you gain a school in magic, and it functions at the same levels it would for a normal wizard school. Gaining the same abilities and powers.

Signature Spells[edit]

When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level Wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.


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

Proficiencies. When you multiclass into the dark lord class, you gain the following proficiencies: Halberd, Morningstar, Flail, Light Armor, Intimidation

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