Harrowblade (5e Class)
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Harrowblade[edit]
In a Dark Alley, a Tiefling is cornered by a detachment of the local militia for her crimes. With eyes suddenly glowing white, she unsheathes an elegant, slender sword and jumps towards the two guards trying to arrest her, the witchfire laping the blade incinerating the poor fellows’ bodies while she adverts their blows with ease despite the plates of metal covering her body. In a courtroom full of nobles, assembled for a wedding, a human enters from a balcony, flying on wings of dark steel engraved with the fiendish names of its master. A wicked smile on his lips he challenges the groom to a duel, that he ends abruptly with a strike girded of hellflame, putting a gruesome end to the bride’s hopes. On a shore cradled by a sea turned golden by the setting sun, a trialed Dragonborn fumes of rage and hate towards his judge. Powered by his malice a spear appears in his hands, glowing from promises of untold power. A few seconds later, he is like a feral beast in the crowd, empaling all who dare stand before him.
All three of them are Harrowblades, warrior fighting with vile magics and malicious guise. A diverse class, their main trait is their ability to aid themselves in the fight using techniques, both magic and mundane usually viewed as vile or impious.
The art of the Malicious Blade[edit]
Harrowblades are all skilled with weapons, putting an emphasis on offensive stance, aimed at causing maximal damage to their foes but what differentiates them from a melee-oriented fighter or a particularly bold rogue is their use of magic. Contrary to most magic user, this does not directly takes the form of spells, the Harrowblades using it instead to upgrade their weapons or in displays of power akin to those of oath breakers paladins.
Dangerous yet useful[edit]
Even though Harrowblades often are no angel, their skills are highly valuable among adventurers, which combined with the uprooting that comes with their abilities consequences, leads a lot of them to go on the roads, wandering from adventure to adventure
Creating a Harrowblade[edit]
How did your character become a Harrowblade ? Did he made a pact for his powers, as would do a Warlock ? Was the malice already present in their heart ? What are their views on their powers ? A gift to be cherished ? An opportunity to do waht they want ? Or a desperate measure for better goals ?
- Quick Build
You can make a Harrowblade quickly by following these suggestions. First, Strength should be your highest ability score or Dexterity if you plan to focus on dual-wielding, followed by Charisma. Second, choose the criminal background. Third, choose a martial weapon with a shield, along with a longbow and a breastplate.
Class Features
As a Harrowblade you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Harrowblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Harrowblade level after 1st
- Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: dexterity, charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Perception, Religion, Deception and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any melee martial weapon or (b) Two melee martial weapons with the Light property
- (a) Any melee martial weapon or (b) A shield
- (a) A longbow, a quiver and 20 arrows or (b) Two hand crossbows, a bolt case and 40 bolts
- (a) A breastplate or (b) A chainmail
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 4d4x10 GP in funds.
Level | Proficiency Bonus |
Features | Dark Arts Points |
---|---|---|---|
1st | +2 | Anointed Blade Fighting Style Dark Foci | |
2nd | +2 | Dark Arts Points | 2 |
3rd | +2 | Elicitations | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Appelando Tenebrarum | 4 |
7th | +3 | — | 5 |
8th | +3 | Ability Score Improvement, Weaved Hex | 5 |
9th | +4 | — | 7 |
10th | +4 | — | 7 |
11th | +4 | — | 8 |
12th | +4 | Ability Score Improvement, Harrowing | 9 |
13th | +5 | — | 11 |
14th | +5 | — | 11 |
15th | +5 | Superior Weaved Hex | 13 |
16th | +5 | Ability Score Improvement | 15 |
17th | +6 | — | 15 |
18th | +6 | — | 16 |
19th | +6 | Ability Score Improvement | 18 |
20th | +6 | Bladed Perfection | 20 |
Anointed Blade[edit]
You have begun to uncover some trace of eldritch knowledge, using it to empower one weapon of your choice. After finishing a long rest, you can choose one weapon which you are proficient with and hold it in both your hands for 10 minutes. After this time, it becomes your anointed weapon :
- It stays your anointed weapon until you choose another weapon to anointed or until you die
- If it is at 15 feet of you or closer, you can use a bonus action to make it instantly appear in your hand
- If it has the Light property, as long as you hold it in one hand, a spectral copy appears in your other hand, this copy has the same stats as your anointed weapon, and benefits from the same buffs
Fighting Style[edit]
Starting at 1st level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dark Foci[edit]
At 1st level, you chose a Dark Foci, the catalyst through you channel and learn your vile powers. Choose between Anguish, Corruption, Death and Pain detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 5th, 7th, 10th, 14th and 18th level. Whenever a subclass-related ability requires you to use your Dark Foci DC, calculate it like this : 8 + Charisma modifier + proficiency bonus
Dark Art Points[edit]
Starting at 2nd Level, you gain the ability to gather a reserve of power to fuel your talents. After each of your long-rests, you gain a number of Dark Arts Points equal to the number shown in your Dark Arts Points column. The maximum amount of Dark Arts Points you can have at any moment is equal to three-times your proficiency bonus, plus your charisma modifier. By a bonus action, you can expand an amount of Dark Arts Points equal to your charisma modifier, gaining three temporary hit-points per Dark Arts Point spend.
Elicitations[edit]
Starting at 3rd level, you learn to elicit vileness and cruelty in your surroundings. At this level, you gain the Elicitation "To apply the Ointments yet again" and another Elicitation of your choice, then at each even level you learn another one of your choice. Sometimes Elicitations have a prerequisite : a mandatory condition that must be met before learning them. Once you have learned an Elicitation, to use it you must expend a number of Dark Arts Points detailed in the Elicitation's description. If an Elicitation would require to make a saving throw the default DC is equal to : 8 + your proficiency bonus + your charisma modifier Available Elicitations are listed at the end of the page.
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.
Extra Attack[edit]
Beginning at level 5th, whenever you take the Attack action, you can do one extra attack, you gain one more extra attack at level 11th
Appelando Tenebrarum[edit]
Starting at 6th level, you have amassed enough power to call upon the darkest of forces. Using an action, you call upon the Darkness, regaining HP on a amount equal to 5 times your level modifier and for the next 10 minutes, the zone in a radius of 30ft of you is covered in supernatural darkness : bright light turns to dim light and dim light turns to darkness. While this darkness is present you can give to up to 6 creatures that you see (including you) dark vision on a 120ft radius. Hostile creatures in the darkness zone also have disadvantage on their saving throws against Fear and become vulnerable to necrotic damage. You regain the ability to use this after a long rest.
Weaved Hex[edit]
At level 8th, you learn to weave hexes into the edge of your weapon. To activate it, you must spend a bonus action, it the last until your next long rest. You can use this feature up to two times and regain all expanded uses after a short or long rest. Choose one of the options mentioned below :
- Hex of the Deathly
- Your weapon's attacks deals 1d8 additional necrotic damage. (It is reduced to 1d6 necrotic damage if the weapon as the light property)
- Hex of the Firebrand
- Your weapon's attacks deals 1d8 additional fire damage.(It is reduced to 1d6 fire damage if the weapon as the light property)
- Hex of the Mind-Breaker
- Your weapon's attacks deals 1d8 additional psychic damage.(It is reduced to 1d6 psychic damage if the weapon as the light property)
Additionally, when a creature is hit by an attack from your anointed weapon, while your weaved hex is active, before you roll for damage, you can use your reaction to instantly cast hex on said creature. When you cast it that way, you don't have to concentrate on it and it last for one hour, unless dispelled.
Harrowing[edit]
Starting at level 12th, your a haunting presence on the battlefield, striking from nowhere at your victims weak points. You gain the ability to teleport on short distances : as long as you have any movement remaining you can use it to travel on the straightest path to your destination, as long as you can see said destination and that you have enough movement to reach said destination. Each feet used by this method of movement consumes movement at the same rate walking would. Moreover, if one of your teleportations would end mid-air, you immediately start falling. Additionnally, whenever you succeed on an attack roll, you can use a reaction to move instantly on 15ft. Lastly you gain to choose another option from your 1st level Fighting Style ability.
Superior Weaved Hex[edit]
At level 15th, you acces to more powerful hexes to weave into your weapon. You can choose another option of Weaved Hex. Additionnaly the following options of Weaved Hex become available for you to choose :
- Hex of Hellfire
- Your weapon's attacks deals 1d8 additional fire damage.(It is reduced to 1d6 fire damage if the weapon as the light property). Those Fire Damage ignore any resistances. Weapons weaved with this Hex are considered magical weapons.
- Hex of Promised Doom
- Your weapon's attacks deals 1d12 additional necrotic damage. (It is reduced to 1d8 necrotic damage if the weapon as the light property) Weapons weaved with this Hex are considered magical weapons.
- Hex of Seeping Malice
- Your weapon's attacks deals 1d8 additional psychic damage.(It is reduced to 1d6 psychic damage if the weapon as the light property). Any creature that takes damage from a weapon weaved with this Hex have disadvantage on all wisdom saving throws for one minute. Your weapon's attacks deals 1d8 additional psychic damage.(It is reduced to 1d6 psychic damage if the weapon as the light property)
Lastly you gain to choose another option from your 1st level Fighting Style ability.
Bladed Perfection[edit]
At level 20th, you have became a paragon of Dark Prowess, and gain the following benefits : If you are wearing a medium armor, and your Dexterity Modifier is higher than two, you can add +1 to your AC When an enemy fails a melee attack against you, you immediately deal him damage equal to one roll of your currently equiped melee weapons damage For each weapon in your hand, you gain +1 AC, and another +1 AC if you are using a shield or if you use a two-handed weapon. Lastly you gain to choose another option from your 1st level Fighting Style ability.
Dark Foci[edit]
Here is a list of the available subclasses for the Harrowblade
Anguish[edit]
The Dark Foci of Anguish centers itself around the emotional torment of others. Fear and shame are to its users great sources of powers for them to feed on. Generally, the Harrowblades of Anguish tend to be of a sadistic and scheming nature, starting schemes in order to better ruin the sanity of their victims and in the process strengthen their tenebrous powers. Such is the apeal of Anguish, that they are even able of manifesting true spell through this power.
- Manifest Anguish
Starting at level one, Harrowblades of Anguish gain the ability to cast spells
- Cantrips.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. They can NOT be eldritch blast
- Spell Slots.
The Anguish Foci Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, . To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher.
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Anguish Foci Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Whenever you learn a spell you can choose to learn any spell from the enchantment, illusion or necromancy school, however, for each spell that you learn that way, you must have learned two warlock spells.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability.
Your Charisma is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell 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
Harrowblade Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
1st | 2 | 2 | 2 | — | — | — |
2nd | 2 | 2 | 2 | — | — | — |
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Feast of despair
Starting at the 2nd level you learn to draw power from the Anguish of others. At the start of each of your turns, you gain 2 Dark Arts Points per frightened creature that you can see that is closer than 60ft of you.
- Dark Conversion
Starting at 5th level, you can now use Dark Arts Points to create spell slots. You need to expand 3 Points for each level of the slot created. Whenever you finish a long rest, those slots are lost.
- Wrack
Starting at 7th level, you gain the ability to drown the mind of one of your opponents in excruciating torment. With an action, you point your anointed weapon toward a creature you can see in a radius of 60ft. Said creature takes psychic damage equal to twice your level and becomes plagued by anguish unless it succeeds a wisdom saving throw against your spell DC. While plagued by anguish, creatures are paralyzed and they generate 5 Dark Art Points each turn as long as you can see them. You can use this ability one time, before having to do a rest.
- Dark Hex
At 10th level you learn the following Weaved Hex option :
- Hex of the Lord of Fear
- Your weaved weapon deals 1d10 additional damage (1d6 if it has the light property). Creatures that take damage due to this Hex are frigthened by you for one turn.
- Smell of ruin
Starting at 14th level, whenever you cast a spell that forces a creature to do saving throws, you can choose a creature that failed it's savint throw, it immediately becomes frightened of you for the next minute. While frightened in that way it is also paralyzed as long as your at 30ft of him or closer.
- Dark Flurry : Storm of Despair
Starting at 18th level, you can drown your ennemies under a volley of prefectly timed strikes aiming at sowing confusion and dread. Using an action, all creatures in a 15ft cone starting from you must make a dexterity throw against your Dark Foci DC. On a failure they take 1d10 magical damage of the same type as your weapon's for each level of Harrowblade you have and half that amount of a success. If they fail, they also become frigthened of you for one minute. You can use this ability one time, and regain the ability to do so after a rest, short or long.
Corruption[edit]
The Dark Foci of Corruption is the choice Foci of the deceptive and treacherous Harrowblades. They feed on the slow but steady process of turning people from their ideals, watching their moral principles bend, crack and finally break. Even when defeated, their foes are not guranteed to suurvive the encounter untouched for long, as their creeping influence extends upon their very soul.
- Seepings Words
Starting at 1st level, your words are sufused with a corruptive influence, able to sway even the staunched minds. You gain proficiency and expertise in either deception or persuasion. Additionally, by a bonus action you can start to corrupt a creature that you can see and who can hear and understand your words, either by speaking a common tongue with you, or by telepathy. That creature must make a wisdom saving throw, against your Dark Foci DC, on a failure, it is Charmed by you until you attack them, deal damage to them or force them to roll a saving throw, the only exception being if the saving throw is made to resist being Charmed or against one of your subclass abilities. The Charmed condition also ends if you haven't spoken with the creature for the past six months. In all cases they do not know they have been influenced in any way.
- Feed on Corruption
At 2nd level, you learn to extract power from the victim you have corrupted. By an action, you gain 2 Dark Art Points per creature you have charmed. You can do this a number of times equal to your proficiency modifier and regain all expanded uses on a short rest.
- Subtle Fall
Starting at 5th level you can start to make your victims betray their own principles, gaining strength from their fall. By using one action, you can try to force a creature to do something it would not on usual and which is slightly in discordance with its moral principles. It musk make a saving throw against your Dark Foci DC. On a failure it indulges in the behavior you suggested for 8 hours or until it is finished, whatever comes first. The target also enjoy this behavior while they do it which can lead their moral principles to shift. You also gain 10 Dark Arts Points, and any further use of Feed on Corruption grants one more Dark Arts Points per times this creature failed the saving throw against this. On a sucess it resists. In both cases, the target does not know you tried to influence them.
- Troubling temptation
Starting at 7th level, your appeareance has become enthralling and alluring enough to stay the sword of the foe you are facing. Even though it lasts but for a few moments it is enough for you take advantage on them. Every creature in a radius of 30ft of you who wishes to attack you must make a wisdom saving throw against your Dark Foci DC. On a failure it cannot attack for this turn, its action is lost. If a creature fails this saving throw for 10 consecutive times, you gain 8 Dark Arts Points. Creature immune against Charm automatically succeed the saving throw.
- Dark Hex
At 10th level you learn the following Weaved Hex option :
- Hex of the Temptor
- Your chosen weapons deals 1d8 additional damage (1d6 if it has the light property). Whenever you reduce a creature to zero HP with a Weaved weapon, you change for it to drop to one HP and be charmed by you, while you gain 8 Dark Arts Points.
- Enthrall
Starting at level 14th, your corrupting influence allows you to further influence the victims you charmed. If you use your Seeping Words ability against the same creature for five consecutive nights and that the target creatures fails it's saving throw each time, it becomes charmed an unlimited period, ending only one year after last seeing you. While the creature is charmed that way, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can do damage to this creature or force it to roll saving throws while it is Charmed that way, however, if you do it damage equal to half his HP in one day, the Charm ends. For each creature you charmed that way, whenever you gain Dark Arts Points, you gain two more. Additionnally, creature you charm now have disadvantage on all the wisdom saving throws you force them to do.
- Dark Flurry : Venomous Strike
Starting at 18th level, you can now strike with great speed, wounding greatly your enemy and poisoning him with a vile substance. With an action, you can move up to half your movement in ft, attack a creature with a melee weapon and move again, up to half your movement in ft. While using this, you cannot take opportunity attacks and whenever you roll for damage, roll twice the damage die and add your proficiency bonus to your roll. A creature who takes damage from this attack instantly becomes Poisoned. While it is Poisoned, it takes 2d10 Psychic Damage, ignoring resistance and immunities at the start of each of his turns and then makes a Constitution Saving Throw against your Dark Foci DC. It is no longer Poisoned until it succeeds the Saving throw ten times consecutively. You can use this ability one time, and regain the ability to do so after a rest, short or long.
Death[edit]
The Dark Foci of Death is a crude, yet effective Foci. Its users , brutal and imbued with a stern scorn for most forms of life have little concern for collateral damage, seizing what they want with unrelenting force.
- Breakbones
Starting at 1st level, you strike with a violence able to greatly hinder your opponents ability to fight. Whenever you deal damage to a creature, it lose half that ammounts in maximum hit points. This effect lasts until their next long rest. Each round of 10 max HP lost to this ability you inflict 2 Necrotic Damage to the creature who lost said maximum HPs. Those damages ignore resistances and immunities and also vulnerabilities.
- Feed on Demise
Starting at 2nd level, whenever a creature in your line of sight dies because of you or while its maximum HP are reduced by your Breakbones ability, you regain 6 Dark Arts Points.
- Brutal Precision
Starting at 5th level, you strike with utmost violence combined with great accuracy. You can add your proficiency bonus to all your damage rolls made with a weapon. Additionnally, whenever you roll a critical hit, you can roll one more damage die.
- Bloodied but Unbowed
Starting at 7th level, your experience with Death makes you a hardened warrior, able to survive battles were nimbler fighters would have been crushed. You become resistant to bludgeoning damage and you gain temporary HP at the start of each of your turns, on an ammount equal to twice your Constitution modifier.
- Dark Hex
At 10th level you learn the following Weaved Hex option :
- Hex of Executioner
- Your chosen weapons deals 1d10 additional damage (1d8 if it has the light property). If your reduce a creature under 10 HP with a weaved weapon, it instanly dies.
- Collection of Skulls
Starting at level 14th, you acquire the ability to gain power from your past kills by taking their skills. With this ability, you can have a number of skulls active at any given time equal or inferior to your proficiency bonus. Each active skull adds one bonus damage to all your damage die (so +2 damage if you have one active skull and are wielding a greatwsord). A skull is considered active only if you killed the creature it belonged to one week ago maximum and if you display it directly on your armor. You also gain the following benefits based on the number of active skulls you have :
- Taking of skulls : When you reduce a creature to zero hit points while you have at least one active skull, if it has a skull you can use a reaction to take it as an active skull, gaining 6 Dark Arts Points in the process.
- Guaranteed Demise : If you have at least two actives skulls, you ignore all resistances with your weapons attack, unless the resistance is alignment-based
- Dealer in Death : As long as you have three active skulls or more, your attacks deals 1d6 bonus damage of the same type as the weapon.
- Skullcracker : Whenever you reduce a creature to zero HP while you have at least four active skulls, it automatically fails its first death saving throw and you gain 10 temporary Hit Points
- Uncanny Precision : You double your proficiency bonus for your attacks as long as you have five active skulls.
- Dark Flurry : Relentless advance
Starting at 18th level, you can unleash a serie of strikes while you torm your way through the lines of your foes. By using an action, you create a line, starting from you, 10 ft wide and with a length equal to your remmaining movement. It cannot end in the air, and it must follow a path you could walk on. Make an attack roll, each creature in the line with a lower AC takes damage equal to the damage of one of the weapons you are using. You then must use all your remaining movement to move at the other end of the line. The damage you deal with this ability ignores immunities. You can use this ability one time, and regain the ability to do so after a rest, short or long.
Pain[edit]
Harrowblades of Pain are a sadomasochistic bunch of cruel warriors.
- Vile Torturer
Starting at 1st level, you learn how to strike where it hurts. You do critical on 19 or 20. Additionally if a creature you deal damage to with a weapon has no exhaustion level, it gains one exhaustion level.
- Feed on Suffering
Starting at 2nd level, at the start of each of your turns you gain 1 Dark Arts Points for each creature in a radius of 100ft that is either poisoned, incapacitated or affected by something which reduces his max HP or makes him lose HP every turns or round.
- Maim and Martyr
Starting at 5th level, you have the ability ton inflict supernatural pain to one enemy, impeding their fighting abilities. When you succeed on a weapon attack roll, you can choose to force the target to roll a Constitution Saving throw against your Dark Foci DC. On a success nothing happens, but on a failure, for one minute they gain a disadvantage on all attack rolls and all strength, dexterity or constitution based-rolls.
- Power from Pain
Starting at 7th level, you are able to draw strength from your own wounds and relish in your own suffering. If you have Half your HP or less you add your charisma modifier to your damage rolls from weapons. If you have 25% or less of HP remaining you also gain 15 temporary hit points at the start of each of your turns. Additionally, whenever you take damage you gain Dark Arts Points equal to a quarter (rounding down) of the damage taken
- Dark Hex
At 10th level you learn the following Weaved Hex option :
- Hex of the Fleshcrafter
- Your chosen weapons deals 1d10 additional damage (1d8 if it has the light property). Additionally, your weaved weapons can be removed from your hands if you don't will it.
- Fleshcraft
Starting at level 14th, your affinity with pain has led to discover reviled, yet effective techniques of flesh modifications. By spending one hour and 50 GP worth of materials, you can give a creature one of the following benefits :
- Grafted Members : Whenever this creature takes the attack action, it deals d4 additional bludgeoning damage
- Woven armor : This creature gains +2 AC if it is not wearing heavy armor
- Supplementary muscles : The creatures gains advantage in all athleticism and acrobatics rolls, along as in Strength and Dexterity saving throws.
A creature can only benefit from your fleshcraft ability once
- Dark Flurry : Cruel Impalement
Starting at 18th level, you can strike a creature with vicious precision, inflicting excruciating pain. By an action, you attack a creature within reach with one of your weapon. On a success you inflict 8d6 more damage and the target must make a constitution saving throw against your Dark Foci DC, on a failure, you gain 12 Dark Arts Points and it becomes paralyzed for 5 minutes You can use this ability one time, and regain the ability to do so after a rest, short or long.
Elicitations List[edit]
Below are listed all the available Elicitations.
- Bolt of Darkness
Prerequisite : At least level 14 Dark Arts Points Cost : 20 Description : Use an action to make a spell ranged attack against a creature you can see in a radius of 150 ft. On a success you deal it 10d8 force damage.
- By blood self-shed
Prerequisite : Dark Foci of Pain Dark Arts Points Cost : 4 Description : With one bonus action, you inflict yourself damage up to twice your Harrowblade level. Then for a number of minutes equal to the number of HP lost this way, you become immune to psychic damage and to the Frightened and Paralyzed condition. You also gain advantage on your first attack roll of each round.
- Carnal Cape
Prerequisite : Dark Foci of Pain Dark Arts Points Cost : 6 Description : After reducing an humanoid or beast creature to zero hit points, you can use a reaction to skin him, instantly making hit fail two death saving throws. While you wear the cape, whenever you gain Dark Arts Points, you gain one more.
- Dark Proficiency
Prerequisite : Dark Arts Points Cost : 4 Description : For one minute, you become proficient in one skill of your choice.
- Deepen the wound
Prerequisite : Dark Arts Points Cost : 6 Description : By a bonus action, you point a creature you successfully attacked in the last 10 minutes. It takes 4d8 necrotic damage.
- Deathly Blight
Prerequisite : At least level 14 Dark Arts Points Cost : 18 Description : By a bonus action, you coat your anointed weapon with a deadly substance. Whenever you deal damage to a creature with this weapon, it must make a Constitution saving throw. On a failure it drops to zero HP.
- Eye of Darkness
Prerequisite : Proficiency in Perception Dark Arts Points Cost : 6 Description : For 5 minutes, opportunity attacks does not cost you your reaction.
- Guise of the Lords of the Night
Prerequisite : Dark Foci of Anguish Dark Arts Points Cost : 6 Description : By a bonus action, for 10 minutes you acquire an aura with a 30ft radius. Every creature in this aura becomes vulnerable to psychic damage and has disadvantage on his saving throws against Fear.
- Hexagrammatic Ward
Prerequisite : Dark Arts Points Cost : 10 Description : When an attack would hit you, but before it has rolled damage, expend your reaction to make it fail automatically.
- Infernal Juggernaut
Prerequisite : Dark Foci of Death Dark Arts Points Cost : 8 Description : By a bonus action, you steel yourself with Dark Might. You gain 30 temporary hit points. While you have those Hit Points you gain an advantage based on the armor you're wearing : Light Armor : You can take the Disengage action with a bonus action Medium Armor : You become resistant to non-magical damage. Heavy Armor : You gain advantage to saving throws made to resist being moved against your will.
- Make the Heavenly Rot
Prerequisite : At least level 14 Dark Arts Points Cost : 16 Description : By an action, you corrupt the area in a 600 ft radius. Good-aligned Extraplanary creatures in the zone are vulnerable to all damage and can't use legendary actions. Other good aligned creature are disadvantaged to their saving throws against you.
- Nightmare Feast
Prerequisite : Dark Foci of Anguish Dark Arts Points Cost : 10 Description : By an action, you devour the nightmares of a sleeping creature you can touch. Until your next long rest, you are advantaged on all your rolls that would let you to Frighten the target creature and you can cast Fear and Phantasmal Force one time each without expanding a spell slot.
- Rip and Tear !
Prerequisite : Dark Foci of Pain Dark Arts Points Cost : 12 Description : After having hit a creature with a weapon attack, force the target to make a constitution saving throw. On a failure it takes necrotic damage equal to thrice your Harrowblade level. This necrotic damage cannot be reduced or negated in any way.
- Shroud of Vileness
Prerequisite : Dark Arts Points Cost : 10 Description : Whenever you have failed a dexterity or strength saving throw, you can expend your reaction to succeed automatically. You also become immune to all damage you would take from the source that caused the saving throw.
- Sweet kiss of damnation
Prerequisite : Dark Foci of Corruption Dark Arts Points Cost : 8 Description : You kiss a consenting creature you charmed, its alignment comes closer to Evil of one rung. (I.E from LG to LN or from CN to CE). If it would make the creature's alignment evil, you instantly regain HP equal to 5 x your charisma modifier and the Charmed condition affecting the creature extends for one year. (I.e if it would end one year after the last time the Charmed creature saw you, it ends two years after the last time it saw you)
- Tick of Doom
Prerequisite : Dark Arts Points Cost : 9 Description : By an action, you suffuse dark power in a non-magical weapon in your hand. Until your next long rest, it add +1 to your attack and damage rolls made with it.
- The devil attires in his most beautiful of fineries.
Prerequisites : Use the Dark Foci of Corruption Dark Arts Points Cost : 5 Description : By an action, you make your appearance enthralling for one hour, making heads turn as you pass. For one hour you gain advantage on all your Charisma rolls involving the attraction you have on your interlocutors. You also gain one AC.
- To apply the ointments yet again
Dark Arts Points Cost : 4 Description : By using an action, you kneel on the ground, taking your anointed weapon in your hands and evoke a fragment of your dark power, which enwraps your weapon in a vile shroud. For 1 minute, you add your charisma modifier to attack and damage rolls made with this weapons.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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