Apocalypse Knight (5e Class)

From D&D Wiki

Jump to: navigation, search

Apocalypse Knight[edit]

Knights that herald the end times

Grim Knights[edit]

So called Apocalypse Knight are elite knights of darkness, that chose the aid of dark powers in achieving their goals. Usually Apocalypse Knights are champions of dark gods, but there are exceptions, some may be descendants of an Apocalypse knight and draw on their ancestors power without ever realizing the true meaning of their power. But one thing remains the same, when Apocalypse Knights are present it only means calamity for all.

Calamity Bringers[edit]

As a part of becoming an Apocalypse Knight, you are either the descendant of a previous Apocalypse Knight, or are the first Apocalypse Knight knight in your lineage, given power by a dark god

Creating an Apocalypse Knight[edit]

b4a29bb663b729820cc10b0abe3391f4.png
Usually clad in black armor, they are ever vigilant.
By Max Yenin

Before you create a Apocalypse Knight, you should ask yourself a simple question - why did my character became a Apocalypse Knight?

Quick Build

You can make a Apocalypse Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength and Constitution. Second, choose the noble background. Third, choose Athletics and Intimidation for your skills.


Class Features

As a Apocalypse Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Tools:
Saving Throws: Charisma, Strength
Skills: Choose two from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Deception

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) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) Chain mail or (b) Scale mail
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Apocalypse Knight

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dark Initiation, Weapon Infusion
2nd +2 Fighting Style, Spellcasting, Soul Catalyst 2
3rd +2 Path 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Grim Dreadnought 4 2
7th +3 Path Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Dread Aura 4 3 2
10th +4 Path Feature 4 3 2
11th +4 Soul To Steel 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Path Feature 4 3 3 1
15th +5 Path Feature, Extra Attack x2 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Dread Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Path Feature 4 3 3 3 2

Dark Initiation[edit]

Starting at 1st level, your body changes from the influence of dark powers. Your character no longer needs to breathe or sleep.

You can add your Charisma modifier to any Intelligence check related to Black magic and Dark gods.

Weapon Infusion[edit]

Beginning at 1st level, when you finish a long rest, you can choose one weapon and infuse it with part of your soul until you break the infusion. This weapon is considered magical for the purposes of overcoming resistances, and while you are attacking with it, you may use your Charisma instead of Strength for attack and damage rolls. If you infuse to weapon after already infusing, the previous item loses it's infusion, the infusion on the first weapon immediately breaks. Infused weapons deal necrotic damage instead of their previous type of damage.

Fighting Style[edit]

Starting at 2nd level, 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. You can choose an additional fighting style at 7th level and 11th level.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus 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.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection. 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.

Shadow Fighter. When you deal damage with a weapon while in dim light or darkness you deal additional necrotic damage equal to your charisma modifier.

Spellcasting[edit]

When you reach 2nd level, you gain the ability to cast spells, drawing from dark powers within. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list or from the school of necromancy. You learn an additional cantrip at 8th and at 11th level.

Preparing and Casting Spells

The Apocalypse Knight table shows how many spell slots you have to cast your spells. To cast one of your Apocalypse 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 Apocalypse Knight spells that are available for you to cast, choosing from the warlock spell list or from the school of necromancy. When you do so, choose a number of spells equal to your Charisma modifier + half your Apocalypse 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 Apocalypse Knight, you have four 1st-level and two 2nd-level spell slots. With a Charisma 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 hellish rebuke, 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 Apocalypse Knight spells requires time spent in drawing out incantations from the darkness within: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Apocalypse Knight spells, since their power derives from the strength of your conviction. 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 Apocalypse 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

Spellcasting Focus

You can use your infused weapons as a spellcasting focus for your Apocalypse Knight spells.


Soul Catalyst[edit]

Beginning at 2nd level, you gain a pool of hit points that replenishes when you take a long rest. With that pool, you can give a total number of temporary hit points equal to twice your Apocalypse Knight level. Temporary hitpoints you gain can be stacked from all sources, the limit for this stack increases by 5x times your level.

As an action, you can expend 2 temporary hit points to touch a creature and draw power from the pool to grant a number of temporary hit points to that creature, up to the maximum amount remaining in your pool.

As part of a successful attack you can expend 4 temporary hit points to deal an extra 1d8 necrotic damage on that attack.

Whenever a creature is reduced to 0 hit points within 30 ft. of you, you can expend your reaction and grasp part of its soul, fueling your Soul Catalyst. If you do so, you refuel your pool by a number of temporary hit points equal to your proficiency bonus. You can refuel your pool, a number of times equal to your proficiency modifier, Regaining the ability to do so on a long rest.

Path[edit]

Starting at 3rd level you choose Path your Apocalypse Knight follows. Choose between Path of Chaos, Path of The Doom blade, or Path of Undeath, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th,10th,14th,15th and 20th level.

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.

Extra Attack[edit]

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

Grim Dreadnought[edit]

Starting at 6th level, your body changes once again. You gain a bonus to the saving throws equal to your Charisma modifier. You must be conscious to have this bonus. Additionally whenever you receive damage, reduce it by your Charisma modifier.

Dread Aura[edit]

Beginning at 9th level, all enemy creatures feel power of your soul, just standing near you. Whenever an enemy creature starts its turn within 10 feet of you if it is not a Construct or Undead it must make a Wisdom saving throw against your Apocalypse Knight Spell DC. If it fails, it must deduct your Charisma modifier from all its saving throws and damage rolls, until the start of its next turn.

Additionally, you can no longer be frightened or put to sleep with magic.

Soul To Steel[edit]

Starting at 11th level, you make one of the last steps towards eternal life. Your body changes into a set of armor that takes the appearance of your choosing. Your soul resides within it and can be seen as the shiny mist that resides inside the armor. In addition to new appearance you gain:

  • Your creature type changes to construct. You no longer need to eat or drink. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • As an action, you can integrate one armor in which you have proficiency into your form. If you do so, you must touch the armor, which disappears and you gain benefit of wearing it, changing your appearance to match the armor. This armor cannot be taken from you. You can only integrate one armor at the time. As an action you can swap your integrated armor by touching another piece of armor, making the previously integrated appear in the place of touched armor.
  • You gain resistance to necrotic and poison damage.
  • You cannot be poisoned and you are immune to diseases.
  • You do not age and you are immune to effects that would alter your age.
  • No matter what your size before was, you can either become medium or large construct. You can only make this choice once, when you gain this feature.

Extra Attack x2[edit]

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Dread Aura Improvement[edit]

Beginning at the 18th level the radius of Dread Aura extends to 20 ft, and when a creature fails their saving throw against your heavy pressure their movement speed is halved until the end of their next turn and they take 2d10 necrotic damage.

Paths[edit]

Path of Chaos[edit]

Path of chaos Apocalypse knights infuse their body with the rawest and most primal of energies, chaos, these warriors become bound to the most chaotic of fates that not even the gods could predict.

Magic Eater

Starting at 3rd level, the weave stutters in your presence. You have advantage on saving throws against magical effects. Additionally, when you see someone casting a spell of first level or higher within 60 ft. of you, as a reaction, you may attempt to devour the spell. Make an ability check, and add your spell attack modifier. The DC of this check equals 10 + the spell’s level. On a success, the creature’s spell fails and it is stored inside of you until you release it. You can release the spell, casting it without using a spell slot, or you can heal from the magic essence, regaining number of hit points equal to the spell's level + your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses of it on a long rest. If the creature that casts the spell is willing for you to devour the spell, you automatically devour it. As an bonus action you can store one spell that you are able to cast, expending the appropriate spell slot. You can only store one spell at a time this way.

Bound by chaos

Starting at 3rd level, when you cast a leveled spell you may roll the wild magic surge table (if you roll a 99-100 you regain a spell slot up to second level instead).

Chaos Infused Body

Beginning at 7th level, whenever you have at least one spell stored, all spells that you cast that deal damage gain a bonus to the damage equal to your Charisma modifier. Additionally, if you use an action to cast a spell, you can attack once as a bonus action.

Chaos Control

Starting at 10th level, when you roll on the wild magic surge table you can reroll once per round. You must keep the result of your new roll.

Mana Capacitor

Beginning at 14th level, you can store two spells. While you have two spells stored, you gain a +2 bonus to your AC.

Whims of Chaos

Starting at 15th level, once per short rest if an effect or spell would target you from your wild magic you may instead redirect the effect to another target within 60 feet of you.

Sever Thread

Beginning at 20th level, the power of your chaos affects all those around you, whenever a creature within 60 feet of you casts a spell, you can choose to have them roll the wild magic surge table as well, you can also choose to reroll their roll once per round during combat.

Path of the Doom Blade[edit]

Apocalypse Knights of these paths have true mastery over their weapon infusions, being able to expand the powers of the weapon they wield to extreme degrees.

Choosen Weapon

Starting at 3rd level you draw on the power of a blade of dark legend. You gain advantage in saving throws against the effects of curses and cursed objects. When you gain this feature, choose one Cursed Armament of the "Initatior" type. You can summon it to your hands as a bonus action. It counts as an infused weapon for you, but it requires charges to use its special features, every feature requires one charge to use, but you yet cannot use their ultimate powers. You gain a number of charges equal to your proficiency modifier, regain them all at the end of a long rest. When you run out of charges, the weapon disappears. It also returns to where it came from if it stays more than 10 ft. away from you for 1 minute. Additionally, once per short rest, after you deal damage using your Cursed Armament, you can regain as many hit-points as the attack dealt.

Dark weapon master

At 3rd level you can't be surprised, additionally you gain +1 to your ac if you are not wielding a shield but you are wielding at least one weapon.

Hungry Steel

Beginning at 7th level, your Cursed Armaments thirst for battle. You may add your Charisma modifier to damage rolls made by your Cursed Armaments. You also gain the ability to summon another Cursed Armament. This Cursed Armament can be of any type. You can swap between your Cursed Armaments as part of each attack you take, assuming your previous attack was used with your cursed armament.

Hateful March

Starting at 10th level you start to draw more power from Cursed Armaments as the living crystal on your hand now takes whole arm, darkening in colors, and having runing carvings flash along it. If you touch a cursed object with this hand, you are not affected by any curse that this object has and you always know the number of curses and how they work. While you are holding a Cursed Armament or another cursed object, your speed raises by 10, and you ignore difficult terrain.

Expanded Potential

Starting at 14th level you gain access to the ultimate abilities of Cursed Armaments. Additionally if a creature fails two saving throws during your turn, from two different Cursed Armaments, it takes necrotic damage equal to your Charisma modifier + proficiency bonus.

Smith's Armor

Beginning at 15th level you reached deeper than before and found the very essence of the Smith's creation. As an action your body covers in the red crystal for 1 minute, granting you:

  • Whenever you deal damage with your Cursed Armaments, you gain temporary hit points equal to your Charisma modifier + proficiency bonus.
  • You double in size, and double in weight. This growth increases your size by one category - from Medium to Large, for example.
  • At the start of your turn you regain one charge for your Cursed Armaments.

You can use this feature once per long rest.

Essence of Hate

Starting at 20th level your Cursed Armaments become a part of you. Whenever a creature fails a saving throw from your Cursed Armaments, it is treated as if it entered a Heavy Pressure aura.

Cursed Armaments[edit]

Below is the list of Cursed Armaments. Each Armament has a origin weapon, type and description. Origin weapon is a weapon the Cursed Armament was based on. Type is either a initiator or combo. Cursed Armaments with initiator type are weapons that set up their enemies in a way that combo weapons might profit. Combo weapons, as mentioned before, are weapons that require a special condition to be used to full effect and are avaiable at 7th level. Description is a short description on how the weapon usually looks, although you can change this appearance to your liking.

Doombringer

Origin Weapon:Greatsword

Type:Initiator

Description:Huge chunk of black steel without guard. It has a singular piece of molten rock on the fuller and lava-like veins spread all over the blade. The sword itself is 10 feet long, however it only lengthens during the attacks.

Attacks:

  • Overhead - You jump 5 ft. into the air, then slam down with this weapon in front of you to split the earth. Each creature in a 15 feet long and 5 feet wide line must make a Strength saving throw against your Spell save DC. On a failed save each creature takes (your proficiency bonus) number of d6's worth of bludgeoning damage. On a success creature takes half the damage. Additionally if a creature was 15 ft. away from you when you activated this effect, it takes additional fire damage equal to your proficiency bonus and if it fails its save, it is launched 15 ft. into the air. It falls back down at the end of your turn.
  • Wave - You slash your weapon in front of you. Each creature in 15 foot cone must make a Dexterity saving throw against your Spell save DC. On a failed save, they take slashing damage equal to (your proficiency bonus) number of d6's, and halving the damage on a success. Additionally, if the creature was 15 ft. from you while making its save it takes additional fire damage equal to your proficiency bonus, and on a failed save, it is pushed 15 ft. away in straight line. If it's pushed into the air this way, it falls back down at the end of your turn
  • (Ultimate) Doom - You launch up to 30 feet into the air. Choose an unoccupied space up to 60 feet from you. You fly there as if you were a meteor. When landing, each creature within 15 ft. of you must make a Constitution saving throw against your Spell save DC. On a fail, each creature takes fire damage equal to (your proficiency bonus) number of d10's, halving the damage on a success. Additionally if a creature was within 5 feet of you while making the save it takes additional fire damage equal to your proficiency modifier and if it fails the save, it is launched 30 ft. into the air. It falls back down at the end of your turn.
Winterbreeze

Origin Weapon:Longsword

Type:Combo

Description:Katana, made out of silver-like steel, with a guard that looks like a snowflake. The grip is covered in interplexing white and blue material. The blade itself seems cold to the touch and creates a thin mist around the blade ridge.

Attacks:

  • Flurry - You teleport to a creature within 30 ft. of you, this uses half your movement speed. The creature that you teleported to, must make a Dexterity saving throw against your Spell save DC. On a fail you slash the creature a number of times equal to your proficiency bonus. Each hit deals d4 damage and it is counted as separate instance of damage. On a succesfull save the creature is struck times equal half your proficiency bonus rounded down. Additonally, if the creature was in the air while making save, it takes additonal cold damage equal to your proficiency bonus, the damage dice changes from d4 to d6 and on failed save, and its speed is reduced by 10 feet until the start of your next turn, as the cold slows it down. If you attacked a creature that was in the air instead of falling down, you remain suspended in air until you move and you harmlessly descend to the ground at the end of your turn.
  • Dash - Choose one point within 30ft of you, you teleport to that point, this uses half your movement speed. Draw a line between where your starting point and destination, each creature within 10 feet of that line must make a Dexterity saving throw against your Spell save DC. On a failed save each creature takes slashing damage equal to your proficiency bonus number of d6's halving the damage on a success. Additionally if a creature was in the air while making this save, it takes additional cold damage equal to your proficiency bonus, the damage dice changes from d6 to d8 and on a failed save its AC is reduced by 2 until end of its next turn. If you chose a point in the air as your destination, instead of falling down, you remain suspended in air until you move and you harmlessly descend to the ground at the end of your turn.
  • (Ultimate) Winter - You start to spin your sword, creating a cold wind. Each creature in a 30 foot cone in front of you must make a Constitution saving throw. On a fail, the creature becomes paralyzed until the end of its next turn, or until it takes damage. If the creature takes damage, while being paralyzed, it takes additonal d8 cold damage. On a successful save, the creature doesn't become paralyzed, instead its movement is reduced by 10 feet, until end of its next turn. If the creature was in the air and failed save, its AC is reduced by 3 and additonal damage from ending the paralyze effect increases to d12.
Stormshackle

Origin Weapon:Whip

Type:Initiator

Description:Long, silver-like chain that has a metal spike attached to its end. This chain's link continuously spark with yellow lightning.

Attacks:

  • Pull - Choose one creature within 60 feet of you, as you launch your chain towards them. The creature must make a Strength saving throw against your Spell save DC. On a fail, they take piercing damage equal to (your proficiency bonus) number of d4's and are pulled 30 ft. towards you. On a success, they take half the damage and are not pulled. Additionally if the creature was exactly 30 ft. away from you while making this saving throw, it takes lightning damage equal to your proficiency bonus.
  • Spin - You spin the chain around you, pushing all back. Each creature within 15 ft. of you must make a Strength saving throw against your Spell save DC. On a fail, they take piercing damage equal to (your proficiency bonus) number of d6's and are pushed 15 ft. away in a straight line. On a success , they take half the damage and are not pushed. Additionally if a creature was within 5 feet from you, it takes lightning damage equal to your proficiency bonus, and is pushed additional 10 ft if it fails its save.
  • (Ultimate) Storm - Choose one creature within 30 ft. of you, you launch your chain towards it. The creature must make a Dexterity saving throw against your Spell save DC. On a fail it takes lightning damage equal to (your proficiency bonus) number of d10's, as you pull yourself to like a lightning bolt. On a succes, creature takes half the damage, but you still travel towards them. Additionally if the creature was 30 ft. away from you and failed the saving throw, it is stunned until the end of its next turn.
Skypiercer

Origin Weapon:Longbow

Type:Initiator

Description:Gold metal bow, with ornaments that look like thousands of small skulls. The bow shines a slight white.

Attacks:

  • Pierce - Your longbow grows in size, as you draw and the single bolt of light appears. Each creature in a 5 foot wide, 60 foot long line, must make a Dexterity saving throw against your Spell save DC. On a fail, each creature takes piercing damage equal to (your proficiency bonus) number of d8's . On a success, they take half the damage. Additionally if a creature was 30ft away from you while making saving throw, it takes radiant damage equal to your proficiency bonus, and on a failed save it is pushed 10 ft, away from you in a straight line.
  • Barrage - You shoot your longbow towards the sky, as the bolt you shot splits and falls on an area of your choice within 60 ft. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your Spell save DC. On a fail, each creature takes piercing damage equal to (your proficiency bonus) number of d6's. On a succes, they take half damage. Additionally if a creature was 30 ft. or more away from you while making the saving throw and failed, its speed is reduced by 10 ft. until the end of its next turn.
  • (Ultimate) Sunray - As you fly up to 60 ft. into the sky, your draw your bow and shoot a single arrow. Choose one point within 100 ft. of you. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw against your Spell save DC as the pillar of light emerges from your arrow. On a fail, each creature takes takes radiant damage equal (your proficiency bonus) number of d6's, and is blinded until the end of its next turn. Additionally, if any of the creatures have either their speed or AC reduced, or are in a difficult terrain, they take additional radiant damage equal to your proficiency bonus, and also fall prone on a fail.
Nightscythe

Origin Weapon:Glaive

Type:Combo

Description: A scythe made of black, adamantine-like metal. The handle is wrapped in a red ribbon. The blade itself is fragmented, however from the cracks spills dark mist, seemingly uniting the edge.

Attacks:

  • Slash - You swing your scythe in front of you. Each creature on the edge of a 15 foot cone in front of you must make a Dexterity saving throw against your Spell save DC. On a fail, each creature takes slashing damage equal to (your proficiency bonus) number of d8's. If the creature is under effect of any condition, it takes additional necrotic damage equal to twice your proficiency bonus and you change the damage dice from d8 to d10.
  • Grab - You reach with your extending scythe to one creature within 15 ft. of you. This creature must make a Dexterity saving throw against your Spell save DC. On a fail, it takes slashing damage equal to (your proficiency bonus) number of d6's. If the creature is under the effect of any condition, it takes additional necrotic damage equal to two times your proficiency bonus and you change the damage dice from d6 to d8.
  • (Ultimate) Reap - You strike your scythe into the ground and hungering hands rise from the earth. All creatures within 20 feet of you must make a Wisdom saving throw against your Spell save DC. On a fail, each creature takes necrotic damage equal to (your proficiency bonus) number of d10's. If the creature is under effect of any condition, it takes additional necrotic damage equal to twice your proficiency bonus, the damage dice changes from d10 to d12 and on a failed save becomes frightened of you, until the end of your next turn.
Downpour

Origin Weapon:Dagger

Type:Combo

Description:Dagger made out of flesh-like material. Its handle looks like it's made out of muscle. The blade is similar to the teeth of a wild animal, and from below it green liquid drips, melting on impact with anything.

Attacks:

  • Splash - You swing the dagger in an arc, each creature in a 15ft cone in front of you must make a Dexterity saving throw against your Spell save DC. On a fail, each creature takes slashing damage equal to (your proficiency bonus) number of d4's. If the creature is under effect of any condition that slows their movement, change the damage dice from d4 to d12 and the damage type from slashing to acid. Additonally if any creature that failed the saving throw, doesn't move more than 15ft away from the place it failed saving throw in, until end of its next turn, it will receive acid damage equal to twice your proficiency bonus, as the creature is covered in living-like acid that tries to find its way into the creature.
  • Stab - You stab the creature in front of you, forcing it to make a Constitution saving throw against your Spell save DC as the dagger liquifies bypassing all defences. On a fail, creature takes piercing damage equal to (your proficiency bonus) number of d6's. If the creature is under effect of any condition that slows their movement, change the damage dice from d6 to d12 and the damage type from piercing to acid. Additonally if creature stabbed by you, tries to move away from you, it receives additonal acid damage equal to twice your to twice your proficiency bonus, as the living-like acid creates a layer on top of the creature skin.
  • (Ultimate) Weakness - Choose one creature within 15ft of you. You toss your dagger towards that creature that transforms in air into a huge bubble of acid with creature in the center of it. Creature must make a Constitution saving throw against your Spell save DC. On a failed save, the bubble surrounds the creature, submerging it, and dealing acid damage equal to double the number of negative effects that the creature is under of 2d12's. If the creature succeeded the saving throw, it only receives half the damage. The bubble created in this effect, stays until the end of the creature next turn. Each creature that enters the bubble, or ends its turn there, receives acid damage equal to twice your proficiency bonus.

Path of Undeath[edit]

Choosing to command undead, Dark Omens on this path specialize in using necromancy to achieve their goals. Dark Omens on this path, are often called Death Knights, for obvious reasons.

Undead Summon

Starting at 3rd level, you learned how to forge a dead body into your faithful servant. Once per long rest, as an action choose one body of the humanoid within 5ft of you that you will force your will upon. After one minute the body raises, restoring all lost limbs and becoming your undead servant using the statistics of Apocalypse_Knight_Summon(5e_Creature). You determine the creature's appearance. The summon is friendly to you and your companions and obeys your every order. In combat, the summon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the summon can take any action of its choice, not just Dodge. Your Apocalypse_Knight_Summon(5e_Creature) shares the same fighting styles that you have. You can only have one summon at the same time.

Undead Conduits

At 3rd level You can cast spells from your undead instead of just from yourself, you can also see through the eyes of your Apocalypse_Knight_Summon(5e_Creature).

Unliving Puppets

Beginning at 7th level, you further your reach into undeath. Once per long rest you can cast Animate Dead spell, without using components and spell slot. Undead creatures created this way, gain bonus to their damage equal to your Charisma modifier and if you were to lose control over any of them, you must make a charisma saving throw - DC equals 10 + total number of creatures under your command created using this feature. On success you keep control over them for the next 24 hours. Additonally all of your Undead Summons gains bonus to its saving throws equal to your charisma modifier and all attacks of undead under your control are counted as magical for purpouse of overcoming resistances.

Necromantic Rush

Starting at 10th level, necromantic energy starts fueling you and your summons even more. After you cast a spell of first level or higher from necromancy school, you and your summons gain temporary hit points equal to level of the spell cast. Additonally after casting such spell, you and your summons gain additonal 5ft of movement speed, until end of your next turn.

Overlord

Beginning at 14th level you come close to mastering necromancy. You can cast Create Undead spell once per long rest, without using components and spell slot. Undead creatures created this way and your Apocalypse_Knight_Summon(5e_Creature), gain bonus to their damage equal to your Charisma modifier and if you were to lose control over any of them, you must make a charisma saving throw - DC equals 10 + total number of creatures under your command created using this feature and Unliving Puppets feature. On success you keep control over them for the next 24 hours. Additionally you can command any number of undead under your control as a bonus action.

Death Master

Starting at 15th level, you start to share your toughness with your summons. All undead creatures under your command, while summoned gain 15 temporary hit points and +1 bonus to AC. Additonally your Undead Servant as an action may command one of the undead under your command, making it use one of its actions. You can control two Apocalypse_Knight_Summon(5e_Creature).

Master Of Undeath

Beginning at 20th level, you mastered the art of undeath. Whenever undead creature fails Heavy Pressure aura save, it automatically falls under your control until the start of its next turn. You can also summon one Apocalypse_Knight_Summon_Necro_Soul(5e_Creature), you can only have one of these Apocalypse_Knight_Summon_Necro_Soul(5e_Creature) at a time.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dark Omen class, you must meet these prerequisites: Charisma 15

Proficiencies. When you multiclass into the Dark Omen class, you gain the following proficiencies: simple weapons, light armor, medium armor

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: