DoomKnight Overlord (5e Class)

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DoomKnight Overlord[edit]

Long Unlive the Overlord[edit]

The DoomKnight Overlord is the immortal enemy of light. As a DoomKnight Overlord, you are the unloving embodiment of all things dark, allowing the shadows to consume your being. However, you do not serve the dark the darkness serves you

Creating a Doomknight Overlord[edit]


Quick Build

You can make a Doomknight Overlord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Doomknight Overlord you gain the following class features.

Hit Points

Hit Dice: 1d12 per Doomknight Overlord level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Doomknight Overlord level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The Doomknight Overlord

Level Proficiency
Bonus
Features
1st +2 Torture
2nd +2 Doom Mail
3rd +2 Legion Overlord / ShadowScythe Overlord
4th +2 Ability Score Improvement
5th +3 Shadow Stalk / Bone Manipulation
6th +3 Entropy
7th +3 True Bane
8th +3 Ability Score Improvement
9th +4 Black Blood / Bloodlust
10th +4 Harvest
11th +4 Living Dread / Undeniable
12th +4 Ability Score Improvement
13th +5 Sepulcher Rune's / Void
14th +5 Raw Hate
15th +5 Glory Unto Undeath / Clarity through Bloodshed
16th +5 Ability Score Improvement
17th +6 Death's Dominion / Briar
18th +6 Necro Wave
19th +6 Ability Score Improvement
20th +6 Death Knell

Torture[edit]

Fire necrotic magic skull to seek out and torment your enemies. Starting at 1st level as a bonus action deal 1D8 necrotic damage to any enemy within 30ft as a ranged spell attack. Add an additional die for every party member within 15ft. At 12 Level upgrade the damage die to 1D10

Doom Mail[edit]

Enhance your body with entropy. add your Intelligence modifier to your AC

Path's of the Overlord[edit]

At 3rd level, you chose a path. Choose between Legion Overlord or ShadowScythe overlord. Your choice grants you features starting at 3rd level

Ability Score Improvement[edit]

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

Entropy[edit]

Starting at 6th Level DoomKnight Overlord's gain clarity to the state of death. You're able to see and speak with the dead as well as becoming immune to necrotic damage. At 15th level all necrotic damage heals you and any that put you past full are instead added as temporary hit point's. Any necrotic damage you deal does not apply to yourself

True Bane[edit]

Starting at level 7 you can cast True Bane and can cast true bane equal to your Strength modifier. Choose up to three creatures of your choice that you can see within range must make Strength saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1D6 and subtract the number rolled from the attack roll or saving throw you gain all uses back after a long rest.

Harvest[edit]

Starting at 10th level you gain insight into your enemies weakness's and fear's. Lower the Critical hit requirement by 1 (example Nat20 to Nat19) enemies hit by Critical hit's must make (8 + Strength Mod + Intelligence Mod) or become Frightened

Raw Hate[edit]

Harvest your inner hate for your enemy. Starting at 14th level you may add an addition damage die once per turn Based off your current weapon. it has uses equal to your strength modifier and you regain all uses after a long rest.

Necro Wave[edit]

Starting at 18th level Unleash a torrent of necrotic energy from a swing of your weapon. upon landing a hit you may choose to additionally cast Necro Wave dealing 5D10 Necrotic Damage in a 15ft cone in front of you additionally target's hit by Necro wave must make a DC15 Constitution save or become poisoned you may do this once per long rest.

Death Knell[edit]

Your foe's are attacked by their own shadow's. Starting at 20th level you may cast Death Knell. All enemies within 30ft of you take 8D8 necrotic damage and must make a dexterity saving throw of 16 or be knocked prone as they are pulled in by their own shadows.

Legion Overlord[edit]

Path of Ruin

Negative Impact Shield[edit]

Starting at 3rd level Legion Overlord's gain 2 use's of the spell Shield that can be cast as a reaction. In addition when Negative Impact Shield is used regardless if the attack succeeds or fail's 50% of the damage is returned to the attacker as necrotic damage, all uses restored every long rest.

Shadow Stalk[edit]

Starting at 5th level Legion Overlord's jump between any shadow's within sight disappearing into their own shadow and reappearing in another within 35ft. Shadow Stalk may be cast as an action or reaction based on the target (Enemies/Action) (party member/Reaction) if the shadow belongs to an enemy prevent all movement they would have this turn as you appear out of their shadow. If the shadow belongs to an party member impose disadvantage on a incoming attack. Shadow stalk can be used as many time's as your intelligence modifier and all uses are regained after a long rest.

Black Blood[edit]

Starting at 9th level you gain deeper knowledge of the necrotic energies. Half the damage taken will be converted into a pool of temporary hit point's that can be given to any party member's within 35ft and within line of sight as a bonus action.

Living Dread[edit]

Starting at 11th level if you or any party member's within 25ft of you have temporary hit point's given to them by your class gain resistance to slash/pierce/bludgeoning

Sepulcher Rune's[edit]

Starting at 13th level you gain the ability to enchant your weapon with ancient rune's. Any weapon enchanted this was is considered magical and damage dealt with this weapon add's to Black Blood's temporary hit point's total pool.

Glory Unto Undeath[edit]

Dying is the easy part Starting at 15th level if you would be reduced to 0 hit point's instead reduce yourself to 1 hit point and take all temporary hit point that are currently on all allies within 30ft of you, gain the total as temporary hit point's until your next turn.

Death's Dominion[edit]

Throw wide the gate's starting at 17th level create a 20ft square the ground decaying and rotting away. All enemies in the affected area takes 1D6 necrotic damage per level of DoomKnight Overlord and all allies in the affected area gains 1D12 temporary hit point's for every enemy hit by Death's Dominion.

ShadowScythe Overlord[edit]

Path of Decay

Shadow Blast[edit]

Disperse the shadows in a blast of dark energy. Starting at 3rd level deal damage to up to 3 target's within 30ft as a ranged spell attack dealing 1D10 necrotic damage increase the damage for party member hurt this round by an additional 1D10 per party member if any party member's are reduced to 0 hit points you may cast this as a bonus action and increase the target's from 3 to 6.

Bone Manipulation[edit]

Rips the bones right out of your enemies. Starting at 5th level deal damage to up to 3 target's within 30ft dealing 3D6 piercing damage as a ranged spell attack, If any party member's are reduced to 0 hit point's target's must make a Constitution check of 13 or be knocked prone.

Bloodlust[edit]

enter a frantic blood thirsty state. Starting at 9th level gain The blood lust state, while in Bloodlust you attack the nearest target landing a attack grant's a stack of Bloodlust adding 1D4 necrotic damage to all your attacks. Every attack that hit's a target add an addition 1D4 necrotic damage until either you miss or combat ends. Upon missing lose all stacks and become stunned for 1 turn / combat ending lose all stacks of bloodlust.

Undeniable[edit]

Starting at 11th level if you would miss an attack while in Bloodlust you may cast Undeniable as a bonus action. Throwing shadowy thorns at all target within 15ft of you dealing 1d4 if damage is dealt this way from missing while in Bloodlust you do not lose any Bloodlust stacks, you may cast this equal to your Intelligence modifier regain all uses after a long rest

Void[edit]

Sunder your enemies unto oblivion. Starting at 13th level while in Bloodlust on melee hit you can choose to cast Void as a bonus action dealing 4D8 necrotic damage. If Void would kill its target teleport to the closest target within 15ft and make another melee attack in addition to Void if they hit the attack's count as a critical strike. If they missed become stunned and knocked prone for 1 turn.

Clarity through Bloodshed[edit]

your senses return to you amidst the carnage Starting at 15th level you can tell friend from foe while in Bloodlust, increase Bloodlust stack's damage from 1D4 to 1D6 per stack and if you lose stack of Bloodlust restore 1D4 hit point per stack of Bloodlust can be used twice per long rest

Briar[edit]

thorns bathed in blood. Starting at 17th level summon deadly Briar's of blood threatening to impale all in a 25ft radius all target's in the radius must make a dexterity saving throw or take 3D10 necrotic 3D10 piercing damage and all stacks of Bloodlust consuming all stacks. Briar always critical strikes successful dexterity saving throws deal half damage.

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