Dark knight

Dark knight

Class Features

Hit dice: 1d10 per dark knight level

Hit points at first level:10+Constitution Modifier

Hit points at higher levels:1d10+Constitution Modifier

Proficiencies

  • Armor:all

  • Weapons:all

  • Saving Throws:Constitution,Wisdom

  • Skills:Pick 2 skills from Athletics, Arcana, Insight, Intimidation, Medicine, and Religion 

Equipment 

Level 1

Dark bane(1)

+2

Level 2

Darkvision

+2

Level 3

Blaze of Glory

+2

Level 4

ASI

+3

level 5

Minus strike

+3

level 6

Dark bane(2)

+3

level 7

Dark Nebula

+3

level 8

ASI

+3

level 9

Extra Dark Attack

+4

level 10

Dark Rage

+4

level 11

Dark bane(3)

+4

level 12

ASI

+4

level 13

Adversity

+5

level 14

Critical Attack Bonus

+5

level 15

Sanguine Sword

+5

level 16

ASI

+5

level 17

Dark bane(4)

+6

level 18

See You in Hell

+6

level 19

ASI

+6

level 20

Gloom

+6

Dark bane

When making a melee attack you can spend 5HPs to deal an additional 1d6+con mod DMG. at 6th level you can spend 20HPs to do 3d6+con mod. At 11th they can spend 40HPs to do 6d6+con mod. At 17th they can spend 65HP to do 9d6+con mod. You can still use the weaker versions of this ability after you get the improved version

Darkvision

Get 60ft of darkvision and you can see through magical darkness

Blaze of Glory

When falling unconscious, make a singular melee attack against all enemies. You can’t use other abilities to increase this DMG

Minus strike

When attacking instead of rolling DMG normally do an amount of DMG equal to the number of HP you have lost. 

Dark Nebula

By spending 20HPs you can make an attack against all enemies

Extra Dark Attack

By spending 20HPs you can make another attack, this doesn’t stack with extra attack and you can’t use other abilities to increase this DMG

Dark Rage

Use dark Bane(1) until you can’t pay the full cost, every time you use it attacks a random enemy. You don’t roll the weapons DMG

Adversity

If you took DMG before the start of your turn your attack and DMG rolls add your con mod

Critical Attack Bonus

Roll an additional 2d8 when getting a critical hit

Sanguine Sword

Spend 5HPs before attacking, gain HP equal to the DMG  you do, this can’t be used with minus strike

See You in Hell

As a bonus action make your next attack a crit, but you fall unconscious at the end of your turn

Gloom 

When using any class feature, all attacks you do deal an additional 2d8 DMG

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