Hit Points
Vaardigheden
Dark Knight
| Niveau | Proficiency Bonus | Eigenschappen | Well of Darkness Points | Darkside Bonus Damage |
|---|---|---|---|---|
| 1 | + 2 | Well of Darkness Darkside | 1 | 1d6 |
| 2 | + 2 | Well of Darkness Darkside | 2 | 1d6 |
| 3 | + 2 | Well of Darkness Darkside | 3 | 1d6 |
| 4 | + 2 | Well of Darkness Darkside | 4 | 1d6 |
| 5 | + 3 | Well of Darkness Darkside | 5 | 1d8 |
| 6 | + 3 | Well of Darkness Darkside | 6 | 1d8 |
| 7 | + 3 | Well of Darkness Darkside | 7 | 1d8 |
| 8 | + 3 | Well of Darkness Darkside | 8 | 1d8 |
| 9 | + 4 | Well of Darkness Darkside | 9 | 1d8 |
| 10 | + 4 | Well of Darkness Darkside | 10 | 1d8 |
| 11 | + 4 | Well of Darkness Darkside | 11 | 1d10 |
| 12 | + 4 | Well of Darkness Darkside | 12 | 1d10 |
| 13 | + 5 | Well of Darkness Darkside | 13 | 1d10 |
| 14 | + 5 | Well of Darkness Darkside | 14 | 1d10 |
| 15 | + 5 | Well of Darkness Darkside | 15 | 1d10 |
| 16 | + 5 | Well of Darkness Darkside | 16 | 1d10 |
| 17 | + 6 | Well of Darkness Darkside | 17 | 1d12 |
| 18 | + 6 | Well of Darkness Darkside | 18 | 1d12 |
| 19 | + 6 | Well of Darkness Darkside | 19 | 1d12 |
| 20 | + 6 | Well of Darkness Darkside | 20 | 1d12 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
heavy
shield
simple
martial
Startuitrusting
Klasse-eigenschappen
Well of Darkness (Level 1)
Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. You have a number of Well of Darkness points shown for your Dark Knight level in the Well of Darkness Points column of your Dark Knight table. You regain all of your expended uses of your Well of Darkness when you finish a long rest.
Certain features make use of your Well of Darkness and require your target to make a saving throw, the saving throw is calculated as follows.
Dark Knight spell
When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.
Dark Knight spell
Darkside (Level 1)
Also beginning at 1st level, as a bonus action you may spend one Well of Darkness point to fill your body with dark power for a number of rounds equal to your Charisma Modifier. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table.
Fighting Style (Level 2)
Beginning at the 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.
Burning Blood (Level 2)
Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points.
Dark Knight Archetype (Level 3)
At 3rd level, you choose which path of the dark knight to follow. The Blackblood focuses on martial ability, relying on powerful swordplay over magical arts. The Abyss Knight lets the dark powers within themselves flow freely, letting them become more powerful the more dire their situation is, and the Dark Magus uses that inner darkness to cast powerful magical spells alongside their stellar sword skill.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Archetype Feature (Level 6)
At the 6th level, you gain a feature granted by your Archetype.
The Blackest Night (Level 7)
Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Fight or Flight (Level 9)
Beginning at the 9th level you are able to spend 2 Well of Darkness points to cast the cause fear or compelled duel spells.
Curse of the Abyss (Level 10)
Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point.
You must then finish a long rest to use Curse of the Abyss again.
Archetype Feature (Level 11)
At the 11th level, you gain a feature granted by your Archetype.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Abyssal Communion (Level 13)
Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary's telepathic bond.
Quietus (Level 14)
Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked.
Dark Mind (Level 15)
Beginning at the 15th level, you gain proficiency in Wisdom saving throws.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Archetype Feature (Level 17)
At the 17th level, you gain a feature granted by your Archetype.
Stalwart Soul (Level 18)
Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Living Dead (Level 20)
Beginning at the 20th level when you are reduced to 0 hit points but not killed outright, instead of becoming unconscious, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.
Multiklassen
Multiklasse-vereisten
- CHA: 13 of STR: 13
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Abyss Knight
Abyss Knight (Level 3)
Abyss Knights are warriors who sneer in the face of suffering, using techniques which injure themselves in order to deliver devastating damage to their opponents.
Dark Burst
3rd-level Abyss Knight feature
Beginning at 3rd level, you are able to weaponize your own life energy to unleash a burst of dark energy against your foes. While under the effect of Darkside, you may spend 2d4 hit points to cast the burning hands spell. When cast in this way, the spell deals necrotic damage instead of fire, and does not ignite flammable objects. Use the Well of Darkness DC when casting the spell.
You are able to cast the spell at higher levels by increasing the damage you take by 1d4 for each increase in casting level You may only increase the spell level up to a number of levels equal to your Charisma modifier.
Adversity (Level 6)
6th-level Abyss Knight feature
Beginning at 6th level, you become fueled by the suffering you endure in battle. For every 20 hit points you are missing, you gain a +1 bonus to attack and damage rolls up to a maximum equal to your Charisma modifier.
Additionally you gain resistance to necrotic damage.
Supernatural Sense (Level 11)
11th-level Abyss Knight feature
Beginning at 11th level, you may cast the detect evil and good spell at will. You may also cast detect thoughts at will on a willing creature or spend 2 Well of Darkness points to cast it on an unwilling creature.
Dark Star (Level 17)
17th-level Abyss Knight feature
Beginning at 17th level, damage from all sources is reduced by your current Adversity bonus. When you cast burning hands using the Dark Burst feature, you deal bonus damage equal to your Charisma Modifier + your Adversity bonus. Additionally, you may change the range from a 15ft. cone to a 30ft. line. You reference the Adversity bonus after spending your hit points to use Dark Burst feature.
Blackblood
Blackblood (Level 3)
Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts.
Plunge
3rd-level Blackblood feature
Beginning at 3rd level, as a bonus action you may spend one Well of Darkness point to fill your body with a burst of dark power, allowing you to jump to an unoccupied space beside a target within 20ft. of you.
You may jump over obstacles or creatures up to 10ft. tall while moving to the target creature. This movement does not provoke attacks of opprunity. When you land you may make a melee weapon attack against the creature.
Piercing Intimidation (Level 6)
6th-level Blackblood feature
Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check.
Soul Eater (Level 11)
11th-level Blackblood feature
Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded down.
Ravaging Darkness (Level 17)
17th-level Blackblood feature
Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.
Dark Magus
Dark Magus (Level 3)
As a Dark Magus, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.
You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level Additionally you know the toll the dead cantrip. Also, your maximum number of Well of Darkness points is increased by a number equal to your Charisma modifier.
Casting Dark Arts
Using the dark magical energy from within, you are able to cast spells. See chapter 10 for the general rules of spell casting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.
The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.
| Dark Knight Levels | Maximum Points for a Spell |
|---|---|
6th-8th | 4 |
9th-12th | 5 |
13th-16th | 6 |
17th-20th | 7 |
Dark Arts
3rd-level Dark Magus feature
The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.
Additional Dark Arts (Level 6)
6th-level Dark Magus feature
At 6th level, you learn one additional Dark Art of your choice.
Additional Dark Arts (Level 11)
11th-level Dark Magus feature
At 11th level, you learn one additional Dark Art of your choice.
Additional Dark Arts (Level 17)
17th-level Dark Magus feature
At 17th level, you learn one additional Dark Art of your choice.