DoomKnight (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

<!-Introduction Leader->[edit]

Creating a DoomKnight[edit]


Quick Build

You can make a DoomKnight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Dark Lord background. Third, choose one Martial weapon, and Fourth Select an Evil Alignment

Class Features

As a DoomKnight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, Heavy
Weapons: Martial weapons, Simple Weapons
Tools: None
Saving Throws: Con, Cha
Skills: Intimidation, Perception, Arcana, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • If you are using starting wealth, you have 4d4×10 in funds.

Table: The DoomKnight

Level Proficiency
Bonus
Features
1st +2 Doom
2nd +2 Dominate
3rd +2 Corrupt
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Subclass Feature->[edit]

<!-At 3rd level, you can choose a Path of Doom. Choose between Undeath, Darkness, or Chaos, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 6th, 8th, 9th, 12th 15th and 18th level.->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Path of Doom[edit]

As a Doomknight, you are expected to amass an army of some kind to battle and destroy the forces of Good. These Paths will determine both your secondary abilities, as well as the type of army you will raise.

Path of Undeath[edit]

Like many Doomknights before you, you have chosen to raise an army of undead. Starting out you will gain access to necromantic spells, and later the ability to raise entire populations of undead monstrosities to assault the forces of Good.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Path of Darkness[edit]

You scorn the undead hordes that other Doomknight raise and Chaos isnt as close to your blackened heart as the plane of darkness. By Choosing the Path of Darkness you gain access to Spells Befitting a Ruler of Darkness, and as you grow in power you will be able to call forth the mightiest beasts from the deepest pits of the plane of Darkness to march on the Forces of Light

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Path of Chaos[edit]

The undead Bore you and the Darkness is to Predictable for you. No, you feel like the world needs to know just what true Doom really is; absolute Chaos. The spells you learn in the Path of Chaos all take from Various schools, never really taking more than 1 or 2 per school of Spellcaster. Who knows, you might even turn Orders precious Radiance against it!

Spell List[edit]

You know spells based on your subclass.

Undeath[edit]

Cantrips Chill Touch Spare the Dying

1st Level: False Life, Cause Fear

2nd Level: Blindness/Deafness, Ray of Enfeeblement

3rd Level: Summon Undead Spirit, Animate Dead

4th Level: Blight

5th Level: Raise Dead, Negative Energy Flood

6th level: Create Undead

7th Level: Finger of Death

Darkness[edit]

Cantrips Chill Touch Toll the Dead

1st Level Inflict Wounds Ray of Sickness

2nd Level Hold Person Spiritual Weapon

3rd Level Bestow Curse Vampiric Touch

4th Level Blight Shadow of Moil

5th Level Dominate Person Telekinesis

6th level Harm, Circle of Death

7th Level Tether Essence

Chaos[edit]

Cantrips Infestation, Mage Hand

1st Level Chaos Bolt Catapult

2nd Level Cloud of Daggers Crown of Maddness

3rd Level Enemies Abound Melf's Minute Meteors

4th Level Summon Abberant Spirit Confusion

5th Level Animate Objects Immolation

6th level Mass suggestion

7th Level Prismatic Spray



Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the DoomKnight class, you must meet these prerequisites: 13 Str, 13 Con, 10 Int, 13 Cha

Proficiencies. When you multiclass into the DoomKnight class, you gain the following proficiencies:Intimidation, Arcana



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: