Difference between revisions of "Dark Knight (5e Martial Archetype)"

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Revision as of 12:50, 10 May 2023

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Author: Eiji-kun (talk)
Date Created: 5-10-23
Status: Dank
Editing: Mechanical changes on Talk
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Dark Knight is a martial archetype of the Fighter class.




Dark Blow

Before making an attack roll, a 3rd level dark knight may sacrifice a number of hp up to their character level (maximum 5) and gain twice the amount sacrificed as bonus damage to their physical melee attacks.

Dark Vigor

The powers of a 3rd level dark knight rely on sacrificing their own vitality, so all dark knights must be tough as nails to survive the process. The dark knight gains 6 to their maximum hp, and an additional 2 hp every time they level in this class.

Return

At 7th level a dark knight can use their unintentional wounds to fuel their dark blow. If you take damage from a source you gain a bonus to damage your next attack against that source equal to the amount of damage you have taken (maximum +10 damage). This counts as, and does not stack with, Dark Blow.

Threatening Presence

The 7th level dark knight craves danger, and keeps the attention on themselves. As a reaction, you can force a target you threaten to have disadvantage on all attack rolls not aimed at yourself for 1 round. Immunity to fear is considered immunity to this ability.

Blood Rally

As a bonus action a 10th level dark knight can sheathe their weapon in life-stealing energies. Their next attack deals necrotic damage, and they recover their proficiency bonus as healing.

Edge of Death

The 10th level dark knight risks death at all times, and so they have learned to resist the call of death. They can ignore up to two failed death saves while dying, effectively requiring them to fail five death saves in a row. In addition they are conscious while dying and may take free actions or crawl 5 ft as move action.

You regain all expended uses of this ability when you finish a long rest.

Soul Sap

As a bonus action the 10th level dark knight can sheathe their weapon in ghostly life-draining energy. Their next attack deals force damage, and the target must make a Wisdom save or gain the Soul Sapping Curse. At the end of each of their turns they take 1d6 force damage, which you gain as healing. This lasts for a number of rounds equal to half your character level (maximum 10).

You may use this ability twice per day, and regain all expended uses of the ability when you finish a long rest.

Deny Death

At level 15, the dark knight can continue to fight even if you kill them. Once per day as a reaction to being brought to 0 hp, you can continue to act as if you were not brought to 0 hp until the end of your next turn. If you recieve healing by that time, you may save yourself from death. It does not stop death from non-hp related sources, such as being turned to ash by Disintegrate.

You regain all expended uses of this ability when you finish a long rest.

Deathblow

At 18th level the dark knight can slay weakened foes, and sometimes even the strongest foes. Opponents left with 20 or less hp after being struck by a dark knight may be immediately brought to 0 hp.

Once per day, one of your attacks may be a Deathblow attack. They must make a Constitution saving throw or be immediately brought to 0 hp on a failed save, otherwise they merely take +20 damage on the attack. This counts as, and does not stack with, Dark Blow.

You regain all expended uses of the latter ability when you finish a long rest.


Back to Main Page5eClassDark Knight (5e Class)

Eiji-kun's Homebrew (5627 Articles)
Eiji-kunv
AuthorEiji-kun +
Canontrue +
ClassFighter +
Identifier5e Martial Archetype +
RatingUndiscussed +
Subclasstrue +
SummaryDark knights expend their own health to deal massive powerful blows, recover through acts of violence, and sow death in their wake. + and Knights who embody vengeance and bloodshed, they strike powerful blows at their own expense. +
TitleDark Knight +