Doomknight (3.5e Class)

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Doom knights harness the power of evil itself to decimate foes. He specializes in offensive powers and even raising the undead!

Making a Doomknight[edit]

Doomknights tend to be brash and charge into battle. This doesn't mean they lack the intelligence but power corrupts.

Abilities: Strength is the most important, for it allows the Doomknight to deal devastating blows. But Constitution allows for survival. Wisdom and Charisma also help due to the divine abilities.

Races: Being the weakest of heart, humans tend to make the best Doomknights. Though elves or half-orcs have been known to take up the mantle..

Alignment: Doomknights are almost 100% an evil alignment. But when the stars align a good doomknight may be born.

Starting Gold: As Fighter.

Starting Age: Moderate.

Table: The Doomknight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1 +0 +1 Turn/Rebuke Undead, Ghost Touch
2nd +2 +1 +1 +1 Bound Blade
3rd +3 +2 +1 +2 Dominate Undead I
4th +4 +2 +2 +2 Null Strike
5th +5 +3 +2 +3 Siphon Strike I 2
6th +6/+1 +3 +3 +3 Dominate Undead II, Dead Burst 3 1
7th +7/+2 +4 +3 +4 Doom Spear 3 2
8th +8/+3 +4 +4 +4 4 3 1
9th +9/+4 +4 +4 +4 Dark Heal, Dominate Undead III 5 4 2
10th +10/+5 +5 +4 +5 Thorns of The Void, Siphon Strike II 6 5 3 1
11th +11/+6/+1 +5 +5 +5 Return 7 6 4 2
12th +12/+7/+2 +6 +5 +6 Skeletal Familiar 8 7 5 3 1
13th +13/+8/+3 +7 +6 +7 Dominate undead IV 9 8 6 4 2
14th +14/+9/+4 +8 +7 +8 Improved Null Strike 9 9 7 5 3 1
15th +15/+10/+5 +9 +7 +9 9 9 8 6 4 2
16th +16/+11/+6/+1 +10 +8 +9 Siphon Strike III 9 9 9 7 5 3 1
17th +17/+12/+7/+2 +11 +9 +10 Fearful Taunt, Dominate Undead V 9 9 9 8 6 4 2
18th +18/+13/+8/+3 +12 +9 +10 Master Null Strike, Improved Skeletal Familiar 9 9 9 9 7 5 3 1
19th +19/+14/+9/+4 +12 +9 +10 Annihilate, Siphon Strike IV 9 9 9 9 8 6 4 2
20th +20/+15/+10/+5 +12 +9 +10 9 9 9 9 9 7 5 3 1

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Intimidate (Cha), Bluff (Cha), Use Magic Item (Cha), Knowledge (The Planes) (Int), Knowledge (Evil) (Int), Concentration (Con), Jump (Str).

Class Features[edit]

All of the following are class features of the Doomknight.

Weapon and Armor Proficiency: Doomknights are proficient with all armors, simple and martial weapons, and shields (Except Tower Shields) as well as bastard swords.

Spells: Use cleric, cannot choose spells that aid others.

Turn/Rebuke Undead: As Cleric

Bound Blade: The Doomknight summons mighty blade through which they channel some of their powers. This is counted as a +4 Adamantine Bastard Sword. It lasts for the amount of round to 1d6 + Strength Modifier + Doomknight Level. Some abilities cannot be used without having the blade summoned. As this weapon is made from dark energies, those killed with the blade can only be brought back by a true resurrection spell

Dominate Undead: By tapping to negative energies, a Doomknight of 3rd level or higher can force an undead with a level lower than his to become subservient to his will. This lasts for a number of rounds equal to his Charisma modifier + Will save. The amount and control of undead the Doomknight has increases as he levels up. (I=1, II=2, III= 3, IV=4, V=5)

Null Strike: By channeling his divine evil through his blade, the Doomknight can cause potential backlash against any mage who he strikes. This must be declared BEFORE the attack, and causes the next spell a mage casts to have a 50% arcane spell failure no matter the armor he/she currently wears. With Improved Null Strike, instead of canceling the spell it deals damage equal to twice the spell level to the caster and the target of the spell (If it was a healing or boon spell). It still only has a 50% chance of happening. With Master Null Strike, it is guaranteed for the damage to happen if the blow connects (i.e it no longer has a 50%, if you hit with null strike, it will cause the effect). This can be done once per day for normal, three times per day for improved, and five times for master. THIS MUST BE USED WITH BOUND BLADE

Siphon Strike: By reversing the flow of energies through their blade, a Doomknight can steal the life force from an enemy. This must be declared BEFORE an attack, if the weapon deals damage, the blade drains 1d6 points of health from the target. At 10th level, this increases to 2d8, at 16th level, this increases to 3d6, and at 19th level it increases to 1d20. THIS MUST BE USED WITH BOUND BLADE

Dead Burst: The dead are expendable, as there will always be more. The Doomknight can cause any undead currently under the affect of his Dominate Undead ability to explode in a shower of blood and gore. Dealing 2d6 Vile damage (See Book of Vile Darkness) to anyone adjacent with the undead.

Doom Spear: A 7th level Doomknight can manifest his power into a spear that, when thrown, causes 1d6 vile damage (See Book of Vile Darkness) and has a chance to incapacitate the target.

Dark Heal: The Doomknight no longer needs positive energy to heal himself. The Doomknight gathers nearby negative energy to heal himself. This has no limit, and could potentially be game breaking. But Negative energy is not as beneficial as positive, and will likely result in unintended consequences. The amount healed is up the GM. This only be done once per day.

Thorns of The Void: By sacrificing his health, a Doomknight masks himself in plated thorns of black power. These confer him +1 AC per 5 health sacrificed. And deal 1/3rd (rounded down) the amount of damage taken by the Doomknight to target in melee range. After use, a Doomknight must rest to use again.

Return: Not that he exerts his will on existing undead, the Doomknight gathers a horrid amalgam of nearby dead creatures to form a monstrous creature of bones and flesh. This creatures as one level beneath the Doomknight and can be counted as a skeleton for purposes of damage and effects.

Skeletal Familiar: Even necromancers get lonely. The Doomknight can summon and sustain a small skeletal animal that will stay with him until death or until dismissed. Improved Skeletal Familiars can be up to medium in size.

Fearful Taunt: The terrifying presence of a Doomknight is unleashed, causing all targets in sight to either cower in fear (1-10) or become enraged and attack (11-20). A successfull Will save (DC 16) negates these affects. Pretty scary though.

Annihilate: The Doomknight Brings his power to bear, while restraining very little. An enemy hit by this attack takes 3d6+1d8 damage (Ignore resistance), any enemy killed by this attack can only be brought back by a Wish or Miracle spell. This can only be used once per day.


Doomknights do not easily forget their past. But any evil Doomknight that enters the good or neutral alignments begins to steadily lose their connection to the negative plane at a rate of 1 level per week.

Epic Doomknight[edit]

Table: The Epic Doomknight

Hit Die: d12

Level Special
21st Bonus Feat
22nd Undeath
24th Shatter
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

5 + Int modifier skill points per level.

Undeath: The Doomknight gives part of his existence to the negative plane of energy. Becoming an undead himself. Count him as a lich for gameplay purposes related to effects and damage.

Shatter: An attack that leaves the very area corrupted. The Doomknight channels pure, unfettered negative energy into a target. This destroys their very existance, they cannot be brought back. Neither by wish nor miracle. They are no longer.

Bonus Feats: The epic Doomknight gains a bonus feat (selected from the list of epic Paladin and Fighter bonus feats)

Doomknight Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

This class is very dangerous. And as it is my first time creating a class, it is most likely very broken. A GM needs to be careful when putting a Doomknight into a campaign. PCs may not be trustworthy enough to play this but it's up to the situation.

Playing a Doomknight[edit]

Religion: Doomknights tend to worship evil gods. Though the blue moon might bring a good one.

Other Classes: Most Doomknights see others as pathetic. The only ones worth their attention are paladins, whom they find fun to toy with.

Combat: Aggresive, a Doomknight will charge enemies, bringing their energy to bear. Though they may be more tactful, and control the battlefield with minions.

Advancement: These very rarely multiclass, though it has been known. Treat Doomknights as having a +2 Level Adjustment.

Doomknights in the World[edit]

With the might of this dragon at my command, the world will bow at my feet.
—Sepulchure, Human Doomknight

Anywhere from a dark cave to terrorizing the world is where Doomknights will be found

Organizations: Doomknights are loners, though they have been united through common purposes ranging from reward to genocidal murder

NPC Reactions: I...Do I really need to explain it?

Doomknight Lore[edit]

Characters with ranks in Knowledge (Evil) can research Doomknights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Evil)
DC Result
5 Doomknights are beings of pure evil.
10 Doomknights fear the day a good doomknight will come.
15 Most of the power comes from their sword.
20 Doomknights are vulnerable to betrayal, as they often have theirs eyes set on future goals.

Doomknights in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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