hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 (or 6) + Constitution Modifier
armor proficiencies:
All Armor, Shields
weapon proficiencies:
Simple and Martial Weapons
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background
(a) chain mail or (b) hide
(a) a martial weapon and a shield or (b) two martial weapons
(a) a short bow and 20 arrows or (b) two daggers
(a) an explorer's pack or (b) a dungeoneer's pack
spellcasting:
Well of Darkness
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 DC = 8 + your proficiency modifier + your Charisma modifier.
When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.
Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.
class features:
Darkside
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
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.
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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of You, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Burning Blood
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
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
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Blackest Night
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.
Fight or Flight
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
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.
Abyssal Communion
Beginning at 13th level, you may spend 6 Well of Darkness points to cast Rary's Telepathic Bond.
Quietus
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
Beginning at the 15th level, you gain proficiency in the Wisdom saving throw.
Stalwart Soul
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.
Living Dead
Beginning at the 20th level, when you are reduced to 0 Hit Points but not killed outright, instead of becoming incapacitated, you may expend one hit die and recover hit points equal to the result + your Constitution modifier.
subclass options:
Level | Proficiency Bonus | Features | Well of Darkness Points | Darkside Bonus Damage |
---|
1 | +2 | Well of Darkness, Darkside | 1 | 1d6 |
2 | +2 | Fighting Style, Burning Blood | 2 | 1d6 |
3 | +2 | Dark Knight Archetype | 3 | 1d6 |
4 | +2 | Ability Score Improvement | 4 | 1d6 |
5 | +3 | Extra Attack | 5 | 1d8 |
6 | +3 | Archetype Feature | 6 | 1d8 |
7 | +3 | The Blackest Night | 7 | 1d8 |
8 | +3 | Ability Score Improvement | 8 | 1d8 |
9 | +4 | Fight or Flight | 9 | 1d8 |
10 | +4 | Curse of the Abyss | 10 | 1d8 |
11 | +4 | Archetype Feature | 11 | 1d10 |
12 | +4 | Ability Score Improvement | 12 | 1d10 |
13 | +5 | Abyssal Communion | 13 | 1d10 |
14 | +5 | Quietus | 14 | 1d10 |
15 | +5 | Dark Mind | 15 | 1d10 |
16 | +5 | Ability Score Improvement | 16 | 1d10 |
17 | +6 | Archetype Feature | 17 | 1d12 |
18 | +6 | Stalwart Soul | 18 | 1d12 |
19 | +6 | Ability Score Improvement | 19 | 1d12 |
20 | +6 | Living Dead | 20 | 1d12 |