Dark Knight (5e Subclass)

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Dark Knight[edit]

Fighter Martial Archetype

Everything has a price; a lesson those that choose to walk this path come to learn and accept early in their journey. Where the Eldritch Knight weaves magics of abjuration and evocation to supplement their martial ability, these 'dark knights' have learned to adapt necromantic magics to suit their needs - bolstering their attacks and even learning the dark arts of blood magic. Naturally, these fighters are looked upon with mistrust by others of their kind, and with even disdain by some orders of paladins. Yet, those that choose to walk this dark path understand that power has a price and they are willing to pay it where others cower away.

Archetype Features[edit]

Black Bargaining[edit]

Beginning at 3rd-level, you have learned the most rudimentary fundamentals of blood magic and are able to use a small portion of your life essence to empower you abilities. You gain a Bargain die that starts as a d4 and is used for a number of this Archetype's features.

As a bonus action, you may invoke a Black Bargain. You roll your Bargain die and immediately take the resulting roll in necrotic damage. If you have any temporary Hit Points, this damage bypasses them. Afterwards, for the rest of your turn, you receive a bonus equal to the damage you took, to both attack and damage rolls with weapon attacks you make. If a feature would give you additional attacks on your turn, you apply this bonus to each of those attacks that you take this turn.

At 7th-level, your Bargain die improves to a d6; a d8 at 10th-level; a d10 at 15th-level; and a d12 at 18th-level.

You may invoke a Black Bargain a number of times equal to your Constitution modifier. When you finish a long rest, you regain all uses of this feature.

Blackened Weapon[edit]

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Unlike the Eldritch Knight, however, you may only have one bonded weapon at a time. If you perform the ritual again on a different weapon, you must break the bond with your original weapon first.

Black Arts[edit]

At 7th-level, you learn to harness more necromantic magic to bolster your arsenal. You learn the Inflict Wounds spell, if you do not already know it, and may cast it as a 1st-level spell using this feature without requiring a spell slot or any material components. Constitution is your modifier for this spell. Roll your Bargain die and take necrotic damage equal to the amount shown immediately afterwards. If you have any temporary Hit Points, this damage bypasses them.

You may use this feature a number of times equal to your Constitution modifier. When you finish a long rest, you regain expended uses.

Wicked Strike[edit]

At 10th-level, you have learned to weave your necromantic magic into your weapon strikes. Whenever you make a successful weapon attack against a target, you may replace that weapon's damage type with necrotic damage instead. If you do, roll your Bargain die and take damage equal to the result shown.

Bargain Reversal[edit]

At 15th-level, you may expend a use of your Action Surge to roll your Bargain die twice instead of taking another action. You regain Hit Points equal to the total amount rolled.

Improved Black Arts[edit]

At 18th-level, when you cast Inflict Wounds with your Black Arts feature, you may cast it as a 4th-level spell instead. Roll your Bargain die an additional time immediately afterwards and take necrotic damage equal to its result. If you have any temporary Hit Points, this damage bypasses them.

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