Dark Paladin (5e Class)

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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.

A man stands alone on a Battlefield, his Weapon with 7 runes glowing of a cinder blue light, he gazes around, watching the countless men that he himself felled. In front of him.there was a lonely survivor, quivering in fear. He will be found days later, traumatized, haunted for life. He Expressed earning about a warrior so terrifying, so unbeatable, that he could only be descrived as Supernatural. He called him, the dark 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 dark 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, Talion from Shadows of Middle Earth and the Dark Knight of Final fantasy.

"Let them come! Frostmourne Hungers" Arthas

"Surrender! You are surrounded!" "All I am surrounded by, is fear, and dead men" Darth Vader

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

Proficiencies

Armor: all armor and shields
Weapons: all weapons
Tools: smith's tools
Saving Throws: Charisma 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

Table: The Dark Knight

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Runic Weapon, Spellcasting, Inner Power
2nd +2 Fighting Style, Runeforging, Mystic Eye 2
3rd +2 Dark Order, Dark Health 3
4th +2 Ability Score Improvement, Obscure Exploits 3
5th +3 Extra Attack, Blood Sacrifice 4 2
6th +3 Aura Farming 4 2
7th +3 Order Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Stoic Determination 4 3 2
10th +4 Shadow Walk, Shield of Darkness 4 3 2
11th +4 Improved Strike 4 3 3
12th +4 Ability Score Improvement, Unchained Knight 4 3 3
13th +5 Extra Attack(2) 4 3 3 1
14th +5 Superior Smite, Restorating Touch 4 3 3 1
15th +5 Order Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Unleashed Form 4 3 3 3 1
18th +6 Eldritch Charge 4 3 3 3 1
19th +6 Ability Score Improvement, Epic Boon 4 3 3 3 2
20th +6 Order Feature, Limit Break 4 3 3 3 2

Fervor Points[edit]

Fervor Points are a Well of the inner powers of the Dark Knight. They can be used to fuel various Dark Knight abilities, they are in a Number equal to your Dark Knight level + your Charisma modifier. They recharge on a short or long rest

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 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 two rune weapons at any given time.
  • You can use your runeweapon as a spellcasting focus

You can make a Weapon your rune Weapon during the course of a long rest, if you try to bond with a third Weapon, One of your already established rune weapons loses It's benefits. Whenever you make a Weapon your rune Weapon, you can hold that weapon in One hand with no penalty, and you are considered tò be proficient with it

Spellcasting[edit]

Starting at 1st level, you have learned to channel your willpower into spells. The Spellcasting of Dark Knights differs from wizards and clerics. They do not receive magic from gods, nor they study tò understand natural phenomena, instead they use their sheer willpower tò bend the world around them

Cantrips

You know a number of your choice from the Dark Knight Spell List equal to your proficiency bonus. You can swap One of them once completing a long rest

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 with your spellslots or with your Fervore points (1 fervor point per smite) the smite damage grows with your levels when you use your Fervor points

Smite Damage Your smites, either on the spot or stored as a Seal to be burned later, deal 2d8 damage. You can choose the damage from Necrotic (suggested for Evil Knights) or Thunder (suggested for neutral Knights). At Level 11 your control of your Power, let's you change the damage of your smites on a whim, you can choose freely what tyoe of damage to do everytime

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 a Dark Knight, you can burn any number of seals you placed on them to deal 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 smite or seal, deals an extra 1d8 damage, for a total of 3d8. The damage of each seal increases again by 1d8 when you reach 9th level (for a total of 4d8), 13th level (for a total of 5d8) and 17th (6d8)

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. For a maximum of 6d8s


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 Hands: You 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. Additionally you ignore covers up to three quarter

At 10th Level you also gain +2 damage, and may spend a bonus action to ignore disadvantage imposed by long distance

Defense

You gain a +1 bonus to AC.

At 10th Level, if you wear armor you gain another +1 tò AC, if you wear a Shield you gain another +1 tò AC. For a maximum of +3

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.

At 10th Level You also gain +1 AC and 5 feet ofovement speed

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.

At 10th Level you gain +1 AC while wielding your Weapon, and Weapons with the heavy property gain the reach property, of they already had it, their reach Is extended by 5 feet

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.

At 10th Level you May also give advantage tò Dexterity saving throws

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

At 10th Level your crit range is increased by 1, and you also gain +1 AC while engaging in 2 Weapon fighting

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.

At 10th Level you can use your Dexterity modifier instead of your strenght modifier while using your unarmed strikes

Mystic Eye[edit]

You learnt to open your mind to the unseen, opening your third eye.

At 2nd Level you gain 60 feet of darkvision, if you already had darkvision, it's range is extended by 30 feet, you can see even through magical Darkness, and 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

At 9th Level You can see in the ethereal plane, but while you see in the Ethereal plane you are blind in the material. Furthermore, you can see through illusions

You can choose the visual effect of your Mystical Eye when you activate it. Such as: your eyes starts glowing a faint ceruleal blue, you grow a dark spherical Crystal on your forehead, or a litterale third eye

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. As well as minor runes on other equipments

If you change your runeblade, you can during a long rest move the inscribed runes from the previous to the new runeblade, by expending 1 hour of time and your smith's tools to inscrive them on your weapon

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. To activate a rune you must speak it's name (no action required) and the rune only actives when the conditions are met

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 1st level spell slot to regain 2d8 hit points per spell slot level plus Constitution modifier. Each level over 1st 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 at the start of each turn. You can't regains hit points this way of you fall at 0
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 10 minutes
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, the next creature you hith with an attack, has to pass a Constitution Saving Throw or be frozen for a minute. It can repeat the Saving Throw at the end of every of it's turn, ending the conditions on a success. The Frozen condition is identical to the petrified condition
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, all attacks against you are made at disadvantage for 1 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, melee Attack against you are made at disadvantage. 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
Rune of the Red Thirst

Once inscribed on a rune weapon, you can heal for half of the damage you deal with your smite feature, or all the damage on a critical

  • Once this rune is activated, you go into a feral state in wich you Attack everything in sight, you are under the effect of the Haste spell, but you can only use the Attack Action every turn, you Attack First creatures that are hostile to you, then creatures that are passive, then your allies, in this exact order. If there are no enemies that You can Attack this turn, you instead focus on the closest thing You can Attack, still following the priorities. You can try to regain you consciousness every turn with a Charisma Saving Throw against your Spellcasting save DC, if that fails you can give yourself disadvantage on Weapon Attack rolls as a reaction. When you exit this state, you have One Level of exhaustion

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]

Your usage of Dark Magic changed your metabolism, making It more efficient in contrasting poisons and pathogens

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.

Obscure Exploits[edit]

Obscure Exploits are certain techniques that can be used by Dark Knights, some of them are Martial techniques honed by your decades of training, some are particular way to use your dark powers, they can be passive or require Fervor points to be utilized

You can have a list of Exploits equal to half your level, and you can replace one of them on a long rest

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

Blood Sacrifice[edit]

You learnt to sacrifice your health to fuel your inner power

Starting from level 5th, as a bonus action you can roll a hit dice, and take necrotic damage equal to the roll, you regain an amount of fervor points equal to half the roll. The necrotic damage cannot be reduced by any means. You can also use these techniques, at the cost of your hitpoints, the damage type is necrotic, and cannot be reduced by any means

The Blackest Night

You can as an action expend 2 fervor, to roll of your hit dices to wreathe yourself, and creatures of your choosing within 30 feet of you, in a barrier of writhing, vein-like shadows for a number of rounds equal to your Charisma modifier, or until you lose your concentration (as if you were concentrating on a spell). The target gains temporary hit points equal to the dice result + your Charisma modifier + your proficiency bonus. You take damage equal to the result of your hit dices

While a target has these hit points, they become heavily obscured to others. In addition, whenever a creature within 10 feet of the targets hits them with an attack, the shadows lash out at the attacker, dealing it 2d8 necrotic damage.

Bloodspiller

Whenever you take the Attack action on your turn, you can choose to expend 10 hit points point to gain the effects of Bloodspiller until the start of your next turn. While under the effects of Bloodspiller, you gain advantage on weapon attack rolls using Rune Weapon and your melee weapon attacks deal an extra 10 damage of the weapons type.

Salted Earth

As a bonus action, you can expend two Fervor Points to cause the earth below you to be mired in darkness, chipping away at any who dares step into it. You create a salted field in a 10ft (or your Aura range at later levels) radius around yourself, which persists for up to one minute. Any hostile creature within the area will take Necrotic damage equal to your proficiency bonus at the end of its turn. You take damage equal to your proficiency bonus the turn you activate it

Aura Farming[edit]

At 6th Level you learn to Channel your Power in and area around you. The effect of your Aura starts at 20 feet, but it extends by 10 feet at certain Dark Knight levels, at level 10, 14, and 18. You can choose effects for your aurea, up to a number equal to the your proficiency bonus, and you can switch them between long rests. When you cast a spell in an area around yourself, such as crusader mantle or Spirit Guardian or Steel Wind Strike, you can choose tò change the range to your Aura instead

Stoic Determination[edit]

At 9th level you become proficient in Wisdom Saving Throws, and immune to the charmed and frightened condictions.

Furthermore you learn to sacrifice 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

Shield of Darkness[edit]

You learnt to controll shadows, covering your arm (or Shield if you have One) in solid shadows that can be used to deflect weapons.

At level 10th as a reaction after you are being attacked, you can add your proficiency bonus to your AC, potentially causing the attack to miss. This bonus to your AC lasts until the start of your next turn. Such as the Shield spell, or the defensive Duelisg feat

You must see the attacking creature, have one free hand or a shield, and you must not be incapacitated

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. Wich grows to 1d10 at Level 17 and 1d12 at Level 20

By expending 1 fervor point, you can enter in a state where you absorb the vitality of others. For 1 minute you heal for half of the damage you deal with your Improved smite for 1 minute. When you unleash your true form at Level 17, you gain this benefits as well

Unchained Knight[edit]

Your martial training combined with the dark magic fueling you, make you nearly impossible to be pinned down

Starting from 14th level you become immune to the stunned and paralyzed conditions, you don't suffer from difficoult terrains, and have advantage on Saving Throws and checks to resist being moved against your will. You also gain proficiency in Athletic, of you already had it, you gain expertise instead

Superior Smite[edit]

Starting level 14th your smites ignore damage resistances a creature would have

Restorating touch[edit]

Starting from 14th Level you learn to restore creatures, you can use a bonus action to spend 5 points from your Lay on hands pool to end an harmfull condition on a creature you can touch, if a creature is suffering from multiple conditions you can spend 5 points per condition using the same bonus action

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 2 damage dies instead of 1.
  • 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

Eldritch Charge[edit]

You became proficient with mixing your magical powewr with martial prowess.

Starting at level 18th, whenever a creature takes damage by your spell, you have advantage on attack rolls against it until the end of your next turn. Whenever a creature takes damage from your attacks, it has disadvantage on saving throws against your spells until the end of your next turn. Furthermore, any spell or feature that affects your weapon, you can choose to extend it for a number of times equal to your Dark Knight level

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
  • Army of Darkness: 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


  • Visions of the far Realm: yo tear a hole in the fabric of reality, allowing abominations from beyond the stars to breach in your world. Every creature in the area has to make an intelligentce Saving throw, or be paralized for One turn and take 10d10 psychic damage, on a successfull save they take half as much damage and are not paralyzed. For One minute, every creature that starts it's turn in the area has to pass an Intelligence Saving Throw, taking 6d8 psychic damage on a fail, furthermore they can't discern foes from enemies, and must attack the closest creature to them. On a success they take half damage and not suffer any other effects

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.

Tenets of the Bullwark
  • Never Back Down. you are stubborn, they never bend their knee when they are truly decided on what to do, and they do not fear tò challenge any authority
  • Always on the Frontline. while not necessarily a protecting of the weak, you refuse to let someone protect you from harm, that would be a dishonor. People can fight behind or besides you, never ahead
  • Strenght Above All. Strenght is to be respected, and courage to. As such, weak person willing to stand for themselves are worthy at least of some respect
  • Scars of battle. old wounds are a token of a once fierce battle, you are proud of your past accomplishments, for them shaped you in the Knight you are today
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

Tenets of the Pale Light
  • No Cost Too Great. You are always willing to do the right thing, no matter the price. Even if you will be the one paying.
  • Respect Life. all life is a gift, and no one should take it lightly. Even wicked men might decide to turn their around.
  • Be the Light in the Darkness. you know the darkness very well, so you must be willing to be a beacon to guide others out of it
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. Additionally a pale light extends from the Blade, giving and additional 5 feet of reach.

  • Once you activate this rune, Your weapon reach is extended by 5 feet, as a lightless light envelops it and prolongs it
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

Additionally, you can choose for your smites and other features that do necrotic damage, to do radiant damage instead

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]

Ghost Assassin's tenets
  • Kill without Mercy. those who found themselves at the wrong end of your blade are not worthy spilling tears to. They should have thought of the danger you represent
  • Always Stay Hidden. you prefer to not engage in open fights, instead you always try to strike from the Darkness
  • Behind The Mask. you prefer to not let other know your identity, but while you are wearing your mask, you show your true colors, unrestricted from the burden of societal rules
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

Orders of the Black Magicians[edit]

The order of the Black Magicians are Black Knights that specialize in casting spells, while not completely leaving behind their martial skills. They spend their time studying dark lore in High towers

Dark Magician tenets
  • Seek Knowledge. Knowledge is power, you must always be willing to seek it. Especially if It my benefits yourself
  • Know your Enemy. Going blindly against an unknown enemy is folly, as such is always Better tò collect information against your present and future enemies
  • Fight Smart. Charge to glory on a white horse is a game better played by less litterate warriors. You must fight smart, trying to outmanouver and surprise your enemies
Black Magic rune

Additionally you have this rune always active, and does not count against the number of runes you can equip

Mana Retention Rune. When you cast a spell using your Rune Weapon as a Spellcasting focus, your rune Weapon will do an extra 1d8 damage of the damage of the spell you casted until you cast the next damaging spell

Spellblade

Level 3 feature

When you cast a spell with the casting time of an action, you can make a Weapon Attack as a bonus action

Dark Magic Channel

Level 3 feature

  • Void infused spell when you cast a spell, by expending a number of Fervore Points equal to the Level of that spell (minimum of 1) you can make the enemy vulnerable tò the damage of that spell until the end of your next turn. (When you cast a smite using your spellslots, It counts as a spell)
  • Living Spell when you cast a spell that requires concentration, you can spend Fervor Points equal to the Level of that spell, to choose to ignore that part, the spell will continue for the entire duration, or until you dispell it with a bonus action. You can only have one such spell Active at any given time
Reinforced Spell

7th Level feature

When you cast a spell, it deals bonus damage equal to your Charisma modifier. Furthermore, when you cast a Counterspell, you can overcast It by spending fervor points equal to the Number of spellslots above 3rd. For example, you can cast a 6th Level Counterspell by spending a 3rd level spellslot + 3 Fervor Points

Staggering Smite

10th Level Feature

When a creature takes damage from a Smite or Seal, you can impose disadvantage on the next saving throw it makes against one of your spells. If you or a creature you can see succede on a Saving Throw against a spell, you can put a Seal on that creature

Mystic Arcanum

By studying Dark and forbidden lore, you managed to steal Power you should not be abile to use.

You gain one 6th Level spellslot at 11th Level, One 7th Level spellslot at 13th, 8th Level at 15th and finally 9th Level at 17th. To acquire spell to cast with your Mystic arcanum, you must steal Power from others. You can counterspell a someone, or introduce yourself in a dungeon made by a powerfull spellcaster to learn it's secrets. It's up to your DM to tell you if you can add a spell of 6th Level or higher to put in your Mystic arcanum list

Lord of Magic

20th Level Feature

When you enter in your unleashed form you gain the following benefits:

  • When you use an action to cast a spell you can take the Attack Action as a bonus action
  • Your Weapon deals additional damage equal to your Charisma modifier
  • You become resistant to damage from spells
  • Use your Counterspell does not require a spellslot if you are succesfull

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, steel wind strike, wall of force, Necrotic Shroud


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 enchant It with necrotic energy. On a hit, the target suffers the weapon attack’s normal effects, plus 1d8 necrotic damage, and you heal by half of that number, or all on a critical hit

Starting at level 5 you additionally deal 1d8 more necrotic damage (2d8), and again at level 11 (3d8), and level 17 (4d8)

Necrotic Shroud

5th Level Necromancy

Casting time: 1 action Range: Self Components: S, V Duration: up to 10 minutes, concentration

In an area around 10 feet from yourself, a gaseous black cloud forma. The area is heavily obscured, and creatures that enter the area or start their turn there, have to make a Constitution Saving Throw or take 4d6 necrotic damage, or half as much on a successfull save. You regains hitpoints for half of the damage done. If you are at full hitpoints, any excess healing is converted to temporary hitpoints.

Judgement

3rd level conjuration

Casting time: 1 bonus action, Range: 60 feet, Duration: up to 1 minute

Mark a creature with in range, for the next times it takes damage from One attack, up to a maximum of 6 times, a light sword materializes and strikes the target for 1d8 Radiant damage.

If you cast this spell with a spellslot greater than 3rd, the number of uses grows by 3 swords for every spellslot above 3rd

Obscure Exploits[edit]

Their DC is calculated as follows. For the magic ones is 8 + your Proficiency bonus + your Charisma modifier. For the Martial ones is 8 + your proficiency bonys + your Strenght or Dexterity Modifier

1st level Exploits[edit]

  • Abating Seal: When a creature you can see damages you or an ally within 30 feet of you, you can expend 1 fervor point 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.
  • Disarm: You can expend 1 fervor point when you attack, the enemy must make a Strenght or Dexterity Saving Throw (your choice) the attack does an additional 2d8 damage of your weapon damage if the Saving Throw, and you can choose one of the item the enemy is carrying to be dropped in a space up to 10 feet from them
  • Mighty Leap: You can spend 1 fervor point and 10 feet of you movement speed to do a long jump with the distance of 30 feet + 5 times your Strenght modifier
  • Prrecision Strike: You can spend 1 fervor point when you do one attack, roll 2d8 and add them to the attack and damage rolls
  • 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 Dark Knight level.
  • Strenght of a Monster: When you make a Strenght or Constitution Check, you can spend Fervor Points up to your Proficiency bonus, you can roll 2d8 for every Fervor Point spent this way and add them to the result
  • 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.
  • Undead Armor (passive) While you are not wearing armor, your AC is calculated as: 10 + your Strenght Modifier + your Charisma Modifier

2nd Level Exploits (you can use them at level 5)[edit]

  • 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).
  • Concussive Strike: When you hit a creature with a melee attack you can expend a fervor point to attack with force, the creature must pass a Constitution Saving Throw or have it's movement speed reduced to 0, can't talk, has disadvantage on Dexterity Saving Throw and attacks against it are made at advantage, until the end of your next turn
  • Conflagrant Channel: You can expend a fervor point 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 fervor points 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.
  • Sundering Strike: When you hit a creature with an attack you can forgo your modifier to the damage, and spend 1 Fervor Point, the creature AC is reduced by 1, this effect is cumulative
  • 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 Fervor Point 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).
  • Tornado Slash: Instead of one attack you can force creatures in your weapon range to make a Dexterity Saving Throw, on a failed save they take the damage of one of your weapon attack

3rd level (if active, they can only be used once per Short rest, can be learnt from level 9)[edit]

  • Disorienting Strike: When you hit with a creature with a melee weapon attack, you expend a Fervor Point to strike with great force, dealing bonus damage equal to 2d8, and forcing it to make a Wisdom saving throw.

On a failure, it suffers the following effects for 1 minute:

  • Its speed is halved and it cannot take reactions.
  • Its Armor Class is reduced by 2, to a minimum of 10.
  • It has disadvantage on all Dexterity saving throws.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more than one attack during its turn, even if a feature would allow it to make multiple.
  • The creature can make a Wisdom saving throw at the end of each of its turns, ending this Exploit's effects on a success.

This Exploit's effects do not stack with the slow spell

  • 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.
  • Heroic Focus:

As a bonus action, you can expend one Fervor Point to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:

  • Your speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on all Dexterity saving throws.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
  • The effects of this Exploit lasts for up to 1 minute, but they end early if you are incapacitated or you choose to end them.

This Exploit's effects do not stack with the haste spell.

  • 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 fervor point 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. If the creature has death saving throws, of that creature is downed It counts as if She already failed 1 death saving throw

4th level Exploits (13th level, only once per short or long rest)[edit]

  • Mark of the void

When you put a seal on a creature you can mark them with a curse that makes them vulnerable to magic. The creature has a penalty to Saving Throws against spell and magical effects equal to your Charisma modifier, this efect can onlu be removed by a "Greater restoration" spell, or by completing a long rest

  • Staggering Blow

When you hit a creature with a melee weapon attack, you can expend 1 foervo point to strike with near-supernatural power, dealing bonus damage equal to 3d8 your Exploit Die. The target must succeed on a Wisdom saving throw, or for 1 minute it has disadvantage on attack rolls and ability checks and it cannot take reactions.

It can make a Wisdom saving throw at the start of each of its turns, ending this effect on a success.

5th level Exploits (17th level, only once per long rest)[edit]

  • Army of Darkness

As an Action you can choose a number of creatures inside your aura, for an hour they get a bonus to their attack rolls, damage rolls and saving throws equal to half your charisma modifier, every attack they make benefits from your improved smite feature. If a creature that benefits from this feature ignores your orders, or acts in a way that would directly or indirectly harm you, they immediately lose this benefit

  • Execution

When you hit a creature with a melee weapon attack, you can expend one Fervor point to strike with legendary force, dealing bonus damage equal to 4d12.

If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed.

Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.

  • Heroic Infusion

As a bonus action, you can expend one Fervor point to enter a heightened state of focus, which requires your concentration. While concentrating on this Exploit, you gain these benefits:

  • You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
  • You have advantage on any weapon attacks you make.
  • Once per turn when you hit with a weapon attack, you deal bonus damage equal to your Exploit Die.
  • You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hit Die.
  • When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
  • The effects of this Exploit lasts for up to 1 minute, but they end early if you are incapacitated or you choose to end them.

This Exploit doesn't stack with tenser's transformation.

Aura List[edit]

Aura of Alacrity You and your allies inside your aura gain a bonus of 10 feet to your walking speed

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 Imperturbability You can give the benefits of your Stoic Determination to creatures in you Aura as well, you both have to roll one hit dice to give a creature a bonus to a Saving Throw

Aura of Warding You and creatures in your aura have resistance to damage from spells

Runes[edit]

These are minor runes, that can be inscribed not only on your rune weapon, but other kind of equipments, and can be safely wielded by other people. These runes have some minor passive effects, and active effects that once used recharge on a long rest. Inscribing them requires a precious item: A weapon, a piece of armor, a jewelry, a tool...

Inscribing the rune requires 50 gp as well as 1 hour of work

Stone Rune.

This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

Storm Rune.

Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

Rune of Death resistance.

This rune activates automatically when the creature wearing it fails a death saving throw, the fail is regarded as a success. Once the rune activates, it can't do it again until you finish a long rest

Rune of Focus.

When you fail a constitution Saving Throw, you can activate this rune to make it a success instead, once you do so you can't do it again until you finish a long rest

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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