Dark Paladin (5e Class)
Dark Knight[edit]
A dim blue glow emanates from his eyes as he sits armored in heavy plate, great sword and unholy magic in hand. His honor binds him and holds him on the narrow path of maintaining his self. The dark knight makes a fearsome enemy and a loyal ally. Know that a deal struck with one will be completed without fear of being betrayed.
The woman sits with a calm demeanor staring off in the distance. Despite the necrotic energy crackling around her, she displays a peak human physique. She stares off into the distance with brightly lit green eyes. ‘Death comes,’ she thinks. ‘Perhaps today I’ll finally meet my end again and take the final rest I’ve sought so long.’ Physical training combined with the incredible necrotic energy inside has bulked up her once lithe form. She stands taller and broader than most of her kind. When she looks in the mirror, some ghoulish stranger stares back. Despite her bleak presentation, she is still first and foremost...a Knight.
The Orders of Dark Knights are unbiased towards its recruitment. Some people join due to a fall from grace. Some people join for its philosophies and others merely for the power. All must join one of the Orders to realize their full power. Some have just learned how to channel the powers of Death on their own for their own uses, but without a Rune Weapon and access to a Runeforge they are severely limited. Some of the more radical death knights would include the cynics who believe there is no purpose for life. They are often driven into exile or into heinous acts against all life. Because of the actions of these few, many have come to paint death knights with broad strokes through guilt of association.
The dark knights presented here are inspired by the fictional characters Arthas Menethil of the Warcraft series and Talion from Shadows of Middle Earth.
"Let them come! Frostmourne Hungers" Arthas
A Knight with no king[edit]
Dark Knights are warriors that refuses to pledge loyalty to one group or faction, believing in their own strenght and ideals, they are not trustworty and can change their allegiance at a moment's notice. They follow only their own ideals, wich might be altruistic or selfish
Creating a Dark Knight[edit]
https://www.deviantart.com/tamplierpainter/art/Wrath-of-the-Lich-King-913639928 |
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Prince Arthas, lich king and powerfull dark kniht, (TamplierPainter on DeviantArt) |
When creating a Dark Knught one must ask himself "why my character became one? Why is he so disillusioned with oaths and honor" did he put his trust in the wrong person? Did heembraced the wrong cause and came to regret? Or is he just a selfish man trying to do what he wants?
- Quick Build
You can make a Dark Knight quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Charisma or Wisdom. Second, choose the soldier background.
Class Features
As a Dark Knight you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Dark Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dark Knight level after 1st
- Proficiencies
Armor: all armor and shields
Weapons: all weapons
Tools: smith's tools
Saving Throws: Strenght and Constitution
Skills: Choose three from Acrobatics, Arcana, Athletics, Animal Handling, Insight, Intimidation, Investigation, Perception, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two martial weapons or (b) one martial weapon and a shield
- (a) scale mail or (b) chain mail
- (a) 4 javelin or (b) 2 hand axes
- (a) an explorer pack or (b) a dungeoneer pack
Level | Proficiency Bonus |
Features | Cantrips known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Runic Weapon, Spellcasting, Inner Power | 1 | — | — | — | — | — |
2nd | +2 | Fighting Style, Runeforging, Mystic Eye | 1 | 2 | — | — | — | — |
3rd | +2 | Dark Order, Dark Health | 1 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, Profanities | 1 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1 | 4 | 2 | — | — | — |
6th | +3 | Aura Farming | 2 | 4 | 2 | — | — | — |
7th | +3 | Order Feature | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 4 | 3 | — | — | — |
9th | +4 | Resistant Mind | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Shadow Walk | 2 | 4 | 3 | 2 | — | — |
11th | +4 | Improved Strike | 2 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 2 | 4 | 3 | 3 | — | — |
13th | +5 | Extra Attack(2) | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Superior Smite | 3 | 4 | 3 | 3 | 1 | — |
15th | +5 | Order Feature | 3 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — |
17th | +6 | Unleashed Form | 3 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 3 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Epic Boon | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Order Feature, Limit Break | 4 | 4 | 3 | 3 | 3 | 2 |
Runic Weapon[edit]
As a dark knight, you have been armed with this order's signature equipment: the rune weapon. Your begin with clean slate rune weapon. The material, shape, form, and function of the rune weapon are chosen by you when you gain this feature. You can chose any melee weapon you are proficient with to receive the benefits of becoming a rune weapon.
When making attack rolls with your rune weapon, you can add your Charisma modifier to the result. A rune weapon is considered magical for the purposes of overcoming resistance and immunity to non-magical attacks.
You can't be disarmed while you are holding your runic weapon, and you can store or draw the weapon from the void itself. Doing this doesn't require an action. You can have only one rune weapon at any given time.
at level 9 the critical range for your Rune Weapon is decreased by 1, and again at level 13 and 17
For example, if you would normally crit on a 20, while attacking with your rune Weapon you crit.on a 17
Spellcasting[edit]
Starting at 1st level, you have learned to channel the necrotic energy inside you to cast spells.
- Cantrips
You know 1 cantrip of your choice from the Death Knight Spell List. You learn additional death knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Death Knight table.
- Preparing and Casting Spells
The Death Knight table shows how many spell slots you have to cast your Death Knight spells of 1st level and higher. To cast one of these spells, 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 Dark Knight spells that are available for you to cast, choosing from the Dark Knight spell list. When you do so, choose a number of spells equal to your Charisma modifier + your Dark Knight level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Dark Knight, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict Wounds, you can cast it using a 1st-level or 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 Death Knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your Spells and Spell-like abilities since their power derives from your willpower. 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 spell or ability 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 rune weapon as a spellcasting focus for your death knight spells.
- Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spell Recovery
You have learned to refuel your magic by focusing your dark energy in your body. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Dark level + your charisma modifier. For example a level 5 dark knight with 16 charisma, can recover 2 level 2 spellslot and 2 level 1 spellslot
Inner Power[edit]
You learned to gather your power, placing seals made with your own magic on creature, to harm or heal them
- Dark Smite When you attack a creature you can choose to imbue your strike with magic, dealing damage on the moment or storing it for later by placing a seal. This seal lasts for 1 minute or until burned (see “Burning Seals” below). A creature with one or more of your seals is referred to as an “Interdicted creature.” Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature’s body. You can also place a seal as a bonus action
You can only use this feature a number of times equal to your Fervor points, and you regain all Fervor when you finish a long rest. The number Fervor Points is equal to your Dark Knight level + your Charisma modifier
If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal’s duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.
Burning Seals. When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal 2d8 radiant, necrotic or thunder (your choice) damage to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated. Once a seal is burned, it immediately vanishes.
Once you reach 5th level in this class, your Smite strengthens. Each burned smite an extra 1d8 damage, for a total of 3d8. The damage of each seal increases again by 1d8 when you reach 11th level (for a total of 4d8) and 20th level (for a total of 5d8) in this class. If you run out of points, you can smite by using spellslots. 2d8 seal for burning a level 1 spellslot, and the damage grows by 1d8 for every spellslot beyond 1st
Interdict Save. Class features you gain later can add additional effects to your Baleful Interdict and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:
Interdict save DC = 8 + your proficiency bonus + your Charisma modifier
- Lay on HandsYou have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Dark Knight level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Once these hitpoints are finished, you can chose to drain your hitpoints to heal another creature, or draining another willing creature to hral yourself. Unwilling creatures can still be drained, but can make a constitution Saving Throw to resist
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, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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.
- Lies
You can use your Charisma instead of Strenght or Dexterity to attack and damage rolls with weapons
- 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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Mystic Eye[edit]
You learnt tò open your mind tò the unseen, opening your third eye (you don't litterally grow a Thord Eye)
At 2nd Level you can detect any undead, fiend, celestial or extraplanar entity within 60 feet of you. The third eye becomes more powerfull as you gain levels in this class
At 5th Level you can see magical effect in the area, such as while using "detect magic" spell
Runeforging[edit]
Starting at 2nd level, you learn how to empower your weapon with magical runes. This process takes 1 hour per rune, and you can inscribe 1 rune onto your rune weapon. Each time you finish a long rest, you can change one of the runes inscribed in the weapon.
If you change your runeblade, you can during a long rest move the inscribed runes from the precious tò the new runeblade, by expending 1 hour of time
As you gain levels in this class, the total number of runes you can have on your rune weapon increase, becoming 2 at 3rd level, 3 at 5th level, 4 at 10th level, 5 at 15th level and 6 at 18th level.
Only a death knight can safely wield a inscribed rune weapon. Any creature other than you holding it takes 1d6 necrotic damage per rune inscribed at the beginning of each of its turns while holding or carrying the weapon. This damage cannot be reduced or prevented in any way
Each rune can be inscribed only once, unless the description of the rune says otherwise. All benefits described bellow, unless stated otherwise, apply as long as you are wielding or carrying the weapon. Each rune has a passive and Active benefits that can be used once and Is regained after a short or long rest
- Rune of Razorice
Once inscribed onto the Rune Weapon it gains +1 to attack and damage. At 10th level, the bonus becomes a +2.
- Once you activate this rune, you get a bonus to the next Attack you make equal to your proficiency bonus, you can activate this effect after you rolled for the attack
- Rune of the Fallen Crusader
Once inscribed onto the rune weapon, you can use your bonus action and expend a spell slot to regain 2d8 hit points per spell slot level plus Constitution modifier. Each additional rune increases the number of hit points regained in 2d8.
- Once you activate this rune, for the next minute you regains 1d6 plus your Constitution modifier hit points
- Rune of the Stoneskin Gargoyle
Once inscribed onto the rune weapon, you gain a bonus of +2 to Strength or +2 Constitution while wielding the Rune Weapon. At 10th level, you can obtain both.
- Once you activate this rune, you get a +2 tò your AC for 1 minute
- Rune of the Deathbringer
Your rune weapon deals an additional damage die of the weapon type upon landing a critical hit. At 10th level, it deals 2 more.
- Once you activate this rune, your Rune Weapon gets the vorpal effect until the next critical hit
- Rune of Cinderglacier
pre-requisite: 5th level
Once inscribed onto the rune weapon, your attacks with it deal additional 1d6 cold damage, 2d8 at level 10. A target hit by this weapon has his movement speed reduced by 20 feet until the end of it's next turn
- Once you activate this rune, you get a bonus of +2 tò strenght and Constitution checks and saving throw
- Rune of Lichbane
pre-requisite: 5th level
Once inscribed onto the rune weapon, your weapon attacks have advantage on undead creature
- Once you activate this rune, for 1 hour, humanoid killed by you Will become CR1 ghouls, you can have a maximum amount of ghouls equal to your Charisma modifier
- Rune of Martial Mastery
Once inscribed onto the rune weapon, your weapon attacks can never suffer from disadvantage
- Once you activate this rune, attacks against you are made at disadvantage forn1 minute
- Rune of Shadow
When you hit a creature with advantage, and both rolls would have hit, you deal an additional die of damage
- Once you activate this rune, your next Attack Will blind the Attacked creature, this effect Will disappear After 1 minute, the blinded creature may make a Wisdom this saving throws at the end of it's turn te end it sooner. The DC Is equal to your spellcasting save DC
- Rune of Spellbreaking
Once inscribed on your rune weapon, you gain a bonus of +1 to all saving throws you make against spells, and to any dispel or counterspell checks you make. At 10th level, the bonus becomes a +2.
- Once you activate this rune, you may spend One Attack to attack a spell or magical effect you can see, the effect will disappear as if you have casted Dispell magic. Starting at Level 17, you can use this feature as a reaction to Counterspell a spell aimed at you, or one creature in you Weapon's range
- Rune of Swordbreaking
Once inscribed on a rune weapon, you can use your reaction to give yourself a bonus of equal to your proficiency to your AC until the end of your next turn. In addition, whenever a creature misses an attack against you, you can make a weapon attack against them without expending a reaction, you can use this feature only once per turn.
- Once you activate this rune, you can choose to forgo your damage for the next Attack, to instead Attack your opponent's Weapon, even a missed attack Will hit the weapon. Once you do so, your opponent's Weapon will shatter, if it's a magical weapon, it will lose it's magical effect and give a malus of -2 to Attack rolls, the weapon can be repaired for 500 Gold Pieces at the blacksmith
Dark Order[edit]
At 3rd level, you chose a Path. Choose between a paladin subclass, or the Black Guard order, the Pale Light order or the Shadow Assassin order detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 20th
Dark Health[edit]
At 3rd level, you gain resistance to poison damage, immunity to the Poisoned condition, and immunity to all nonmagical disease.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Profanities[edit]
The Profanities feature grants you acces to profanities, you can choose a list of profanities equal to the profanities you have access to, and you can change it every long rest. You can have a number of profanities equal to your proficiency bonus
Extra Attack[edit]
beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 13th level you can attack 3 times
You can cast a cantrips with the casting time of and action in Place of one of the attacks
Aura Farming[edit]
At 6th Level you learn to Channel your Power in and area around you. The effect of your Aura starts at 10 feet, but it extends by 10 feet every 4 Dark Knight levels, at level 10, 14, and 18. You can choose effects for your aurea, up to a Number equal to the Number in the column, and you can switch them between long rests. When you cast an emanation spell, such as crusader mantle or Spirit Guardian, you can choose tò change the range to your Aura instead
Resistant Mind[edit]
At 9th level you become proficient in Wisdom Saving Throws, and immune to the charmed and frightened condictions. Furthermore you learn to sacriifce your life force to prortect yourself, when you fail a Saving Throw you can spend one hit dice to add the result to the save
Shadow Walk[edit]
At 10th level, while in dim light or darkness, as a bonus action you can teleport yourself and one other willing creature to a point you can see within a range equal your Charisma modifier x 10 + 30 feet that is also in dim light or darkness. You can use this feature a number of time equal to your proficiency bonus, after that you have to expend a 2nd level spellslot to use
Improved Smite[edit]
Your learn to strike down your enemy with the power from your body. Starting at 11th level, whenever you hit a creature with 1 attack, it deals 1d8 more damage of your smite damage
Superior Smite[edit]
Starting level 14th your smites ignore damage resistances a creature would have
Unleashed Form[edit]
You learn to release your full power.
starting at 17th level, as a bonus action, you channel the might of Darkness, gaining the following benefits for 10 minutes:
- You gain resistance to 3 damage type of your choice.
- Wings appear on your back, granting you a flight speed of 60 feet.
- When you hit with a weapon attack, your Improved Smite deals an extra 2d8 damage instead of 1d8.
- When you use your resistant mind feature to roll aa hit dice, you can cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.
You can use this feature once and regain uses after a long rest. You can expend a 5th level spellslot if you have no uses left
This form gets upgraded at level 20th based on the subclass
Epic Boon[edit]
At level 19th you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Limit Break[edit]
at 20th level you learn to invoke a massive magic zone on the battlefield, by going past your limit and tearing the fabric of the world with your sheer willpower
As an action, you can summon a magical storm centered on a point you can see within 150 feet of you, the sphere lasts for a minute. Choose one of the following effects, which fills a 50-foot-radius sphere centered on that point, the effect does not apply to you:
- Blizzard: Ice and snow pour down on the area. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning plus 5d10 cold damage, and have their movement speed reduced to 0 for a turn. The remaining area is considered difficoult terrain, and creatures entering or starting their turn there must make a dexterity saving throw or take 3d8 piercing and 3d8 cold damage and have their movement speed halved, on a successful save they take half damage and no movement reduction
- Inferno: Hellfire rains down on your foes. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage plus 5d10 necrotic damage, and they burn for 1 minute. On a successful save, a creature takes half as much damage and does not burn. A creature burning in this way must repeat this saving throw at the end of their turn, taking 1d10 fire damage plus 1d10 necrotic damage on a failed save, or ending the effect on themself on a successful one. This hellfire can’t be extinguished by nonmagical means. The area in wich you conjured the Inferno, is engulfed in dark flames for the duration, creatures that enters the area or start their turn there, must make a Dexterity Saving Throw oe take 3d8 necrotic damage and 3d8 fire damage, and burn for the duration
- Pestilence: A foul miasma swirls around your foes. Each enemy in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 poison damage plus 5d10 necrotic damage and becomes poisoned for 1 minute. On a successful save, a creature takes half as much damage and does not become poisoned. The area is covered for 1 minute in a miasma of decay and death, creautres entering the area or starting their turn there must make a constitution Saving Throw or take 3d8 necrotic and 3d8 poison damage and be poisoned for the duration
- Shun Goku Satsu: A magical darkness engulfs your foes, all they can see is a relentless attack made by shadow clones of yourself. Each enemy in that area must make a Dexterity saving throw, taking 10d10 damage of your weapon on a failed save, or half as much damage on a successful one. Additionally, each enemy within that area is blinded for the duration or until they leave the area. If an enemy enters the area or strart their turn there, they must make a Dexterity Saving Throw or take 6d8 damage of your weapon
Order of the Black Guard[edit]
It doesn't matter if you have an almighty blade that could cut down anyone in a single strike if you yourself get cut down in a single strike. The Dark Knights of the Black Guard order strives to make sure they are the immovable object that which their foes break upon.
- Black Guard magic
The magic of your order ensures you always have certain spells ready; when you reach a dark Knight level specified in the Spells table, you thereafter always have the listed spells prepared.
- Additional Runes
Additionally you have this rune always active, and does not count against the number of runes you can equip
Immovable Blade: while you are holding your rune weapon you have a bonus of +2 to your AC, additionally you have advantage against being moved, stunned or knocked prone
- Skin of Steel
level 7 feature
Your maximum hitpoints increase by 21, plus 3 for every level, additionally you can add half your charisma modifier (rounded up) to your AC
- Unholy regeneration
10th level feature
At the start of each of your turns in combat, you regain hitpoints equal to your proficiency bonus
- Adamantine bones
15th level feature
Critical hits do not deal bonus damage to you, additionally you reduce all damage taken by an amount equal to your proficiency bonus
- Immovable Guard
Level 20 feature
You gain the ability to harness the power of light and darkness. When you use your Unleashed form you gain the following benefits
- you gain resistance to all damage
- The first time in a turn that a creature attacks you, it take damage equal to your Smite
- Your Size increase by 1
- You can add your constitution modifier to damage rolls
Order of the Pale Light[edit]
You refused to let go of your kindness, and learnt to reforge your light with the same darkness that surrounds you. Knights of this order are extremely rare, they are enemies of evil, but refusing to conform to norms walking a lone path for their idea of justice. Hated by the forces of darkness and light alike
- Pale Light magic
The magic of your order ensures you always have certain spells ready; when you reach a dark Knight level specified in the Spells table, you thereafter always have the listed spells prepared.
- Additional runes
Additionally you have this rune always active, and does not count against the number of runes you can equip
Dark Light Blade: Once inscribed onto the Rune Weapon it gains 1d6 force damage. 2d6 at level 10
- Dark Light Channel
3rd level feature
You have access to the following features:
Guided Blade You can expend one fervor point to make your next weapon attack a critical hit (you can only use this feature once per combat)
Light avenger as a bonus action you can expend 2. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect starts its turn outside your aura, it can attempt another Wisdom saving throw to end the effect on it.
Enthrall (level 10) as an action you can put your hand on the head of a creature wich is bellow half hp, and has a CR lower than your Dark Paladin Level. By expending an amount of fervore points equal to the creature CR, you can bind them to your service for 24 hours. The creature must Obey your orders as best as it can, but you can't order the creature tò harm itself in obvious ways. Creatures allied to your thrall can male a Wisdom (perception or insight) check against your spellcasting save DC to notices that their ally is mind controlled.
- Light Reforged
7th level feature
You reforged your connection with light power, you can use your shadow walk also in dim light or places where there is a very bright light source (DM discretion). Whenever you use your shadow walk feature you have advantage on the next melee attack
- Supreme Focus
10th level feature
You erected an impenetrable barrier around yourself to shield yourself from harm. As a reaction you can add your Charisma modifier to a Saving Throw
- Dark Resielience
15th level feature
You have become so suffused with dark power that you have begun to resemble the sinister creatures of the lower planes. You gain resistance to necrotic and radiant damage.
You also no longer need to eat, drink, or breathe, and for every 10 years that pass you only age 1 year. In addition you don't need to sleep, however you can if you choose to
- No Light Without Darkness
20th Level feature
You gain the ability to harness the power of light and darkness. When you use your Unleashed form you gain the following benefits
- Any bright light within your aura of you becomes dim light.
- When you deal necrotic or radiant damage to a creature you gain temporary hit points equal to half the damage dealt.
- When a creature frightened of you starts its turn within your Aura of Protection it takes 4d10 necrotic or radiant damage.
- As a free action, you can create a pillar of dark light to attack a creature within your Aura. Make a melee attack, on hit the creature takes 4d10 plus your Strenght modifier necrotic or radiant damage (only once per round of combat)
- You can surround yourself and creature of your choice in the dark light, giving enemies disadvantage to attack against you
Order of the Ghost Assassin[edit]
- Shadow assassin spells
The magic of your order ensures you always have certain spells ready; when you reach a dark Knight level specified in the Spells table, you thereafter always have the listed spells prepared.
- Assassin rune
Additionally you have this rune always active, and does not count against the number of runes you can equip
Death Mark rune: You always have advantage on attacks on sealed creatures, when using your rune weapon
- Strike From the dark
Level 3 feature
You deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d4s equal to your proficiency bonus, this damage goes up by 1d4 if you are in dim light or darkness
- Shadow Channel
Level 3 feature
You have access to the following features:
- Master of Stealth: By expending 2 Fervor Points as a bonus action, you can turn invisible for 10 minutes, this ends early if you make an attack. You can also take the appearence of another creature, including it's voice, movements and way of speaking
- Cloud of Shadow By expending 2 fervor points as an action, you can choose an area 60 feet from you, Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. Only you can see through it
- Superior Dexterity
7th level feature
- Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- When you are prompted to make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- One with the shadows
10th level feature
You are always considered invisible while you are in the dark, even creatures with dark vision struggle to see you
- Silence of the lamb
level 15th feature
You can, as a bonus action stop producing sounds, attepts in hearing you will always fail. Thid effect ends early if you attack a creature
- Shadow Lord
20th Level feature
When you use your Unleashed form you gain the following benefits
- The dices from your Strike from the dark feature go up to d8s
- You do not provoke opportunity attacks
- People have disadvantage in Wisdom cheks to perceive you
Dark Knight Spell List[edit]
You know all of the spells on the basic Paladin spell list and additional spells based on your subclass.
- cantrips
booming blade, chill touch, greenflame blade, spare the dying, syphoning blade, toll the dead
- 1st Level
armor of agathys, banechill touch, fog cloud, healing word, hex
- 2nd Level
arcane lock, crown of madness, darkness, enhance ability gentle repose, hold person
- 3rd Level
counterspell, fireball, hunger of hadar, spirit guardians
- 4th Level
conjure minor elementals, wall of fire
- 5th Level
antilife shell, cloudkill, hallow, scrying, wall of force
- Syphoning Blade
Evocation cantrip
Casting Time: 1 action Range: Self Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, plus 1d8 necrotic damage, and heal by half of that number
Starting at level 5 you additionally deal 1d8 more necrotic damage (2d8), and again at level 11 (3d8), and level 17 (4d8)
Profanities[edit]
- Abating Seal: When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your level (rounded down).
- Bedevil: When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.
- Soul Eater: When you burn a seal on an interdicted creature, you can activate this boon (no action required) to gain temporary hit points equal to your level level.
- Styx’s Apathy: When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take reactions.
- Swift Retribution (Passive): When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you’re not incapacitated. Once you benefit from this boon, you can’t do so again until the start of your next turn.
- Acheron’s Chain: When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC).
- Conflagrant Channel: You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.
- Eyes of the Gate: As an action, you can expend one or more seals to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw; they can willingly fail this save. On a failed save, you are bound to the target’s awareness for a number of hours equal to the number of seals you expended, or until you use this boon on another creature. For the duration, while the target is within 300 feet of you, you can use an action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you are deaf and blind with regard to your own senses. Additionally, for the duration, you can place seals, burn them, and use interdict boons as if you were in the creature’s space, but doing so makes the creature aware of this bond. An aware creature can use their action to repeat the saving throw, ending the effects of this boon on a success.
- Shadow Shroud: You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.
- Unleash Hell: When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.
- Vengeful Shot: When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your level (rounded down).
- Dis’s Onslaught (Passive): Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action.
- Flash of Brimstone: When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target.
- Hellish Frenzy: When you start your turn within 30 feet of an interdicted creature, you can expend a seal to become frenzied by the power of Hell until the start of your next turn. While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action.
- Hellsight: You can expend a seal as an action to gain truesight out to 60 feet for 1 hour.
- Impaling Shot: When you hit an interdicted creature with a ranged weapon attack, you can expend a seal as a bonus action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your proficiency bonus.
- Iron Gaol: As an action, you can touch a creature and expend four fervor points to attempt to send that creature to Hell. The target must succeed on a Charisma saving throw or be pulled through a rift into the prisons of an archfiend’s infernal city. If the target is native to Hell, or if their level or challenge rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
- Last Word: When you are reduced to 0 hit points and have unplaced seals remaining, the hellfire in you refuses to die. You can expend up to 3 fervor and release an explosion around you (no action required). Roll 3d6 per seal expended. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of hit points equal to the total you rolled.
- Soul’s Doom: When you use a bonus action to place or move a seal, you can scorch the seals into the target’s soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus.
Aura List[edit]
Aura of Destruction You and all creatures of your choice within your auras range gain a bonus to all weapon damage rolls equal to your Charisma modifier (Minimum of 1)
Aura of Protection You and all creatures of your choice within your auras range gain a bonus to all saving throws equal to your charisma modifier (Minimum of 1)
Aura of Talent You and all creatures of your choice within your aura gain a bonus to all ability checks equal to your charisma modifier (Minimum of 1)
Aura of Frost Creatures other than you have their speed halved and take every turn damage equal to your proficiency bonus as cold damage when they start their turn in your aura. You can deactivate and activate the aura as a bonus action
Aura of Pestilence Creatures other than you must make a constitution saving throw or become poisoned. You can deactivate and activate the aura as a bonus action
Aura of Fear Creatures scared by you have their movement speed reduced to 0, and they take psychic damage equal to your half your Level if they start their turn in your aura
Aura of Command You and all creatures of your choice within your auras range gain a bonus to all attack rolls equal to your Charisma modifier (Minimum of 1)
Aura of Despair You can give creautres in your aura a penalty to Saving Throws equal to your Charisma modifier (minimum of 1)
Aura of Warding You and creatures in your aura have resistance to damage from spells
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dark Paladin class, you must meet these prerequisites: have been a Paladin or cleric, and breaking your vows
Proficiencies. When you multiclass into the Dark Paladin class, you gain the following proficiencies: all weapons and armor, proficiency in Intimidation
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