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Dark Knight Class Features Overview

The document details the features and abilities of the Dark Knight class at level 20, including stats, special abilities like Well of Darkness, Darkside, and various spells. It outlines progression from level 1 to level 20, highlighting key abilities such as Extra Attack, Curse of the Abyss, and Living Dead. Additionally, it describes subclass features for the Abyss Knight, including Dark Burst and Adversity, emphasizing the class's focus on dark magic and melee combat.

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0% found this document useful (0 votes)
31 views5 pages

Dark Knight Class Features Overview

The document details the features and abilities of the Dark Knight class at level 20, including stats, special abilities like Well of Darkness, Darkside, and various spells. It outlines progression from level 1 to level 20, highlighting key abilities such as Extra Attack, Curse of the Abyss, and Living Dead. Additionally, it describes subclass features for the Abyss Knight, including Dark Burst and Adversity, emphasizing the class's focus on dark magic and melee combat.

Uploaded by

Marius Taylor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

The DRK - Lv.

20

Stats

HP: 190/190
AC: 18
Speed: 30 ft

Strength: 20
Dexterity: 10
Constitution:18
Intelligence: 9
Wisdom: 10
Charisma: 17

Features

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.

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
(1d12)

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.

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.

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.

Cause Fear

1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A
construct or an undead is immune to this effect. The target must succeed on a
Wisdom saving throw or become frightened of you until the spell ends. The
frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you target them.

Compelled Duel

1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within
range must make a Wisdom saving throw. On a failed save, the creature is drawn to
you, compelled by your divine demand. For the duration, it has disadvantage on
attack rolls against creatures other than you, and must make a Wisdom saving throw
each time it attempts to move to a space that is more than 30 feet away from you;
if it succeeds on this saving throw, this spell doesn’t restrict the target’s
movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a
hostile creature other than the target, if a creature friendly to you damages the
target or casts a harmful spell on it, or if you end your turn more than 30 feet
away from the target.

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.

Rary's Telepathic Bond

5th-level divination (ritual)


Casting Time: 1 action
Range: 30 feet
Components: V, S, M (pieces of eggshell from two different kinds of creatures)
Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice
within range, psychically linking each creature to all the others for the duration.
Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond
whether or not they have a common language. The communication is possible over any
distance, though it can’t extend to other planes of existence.

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.

Abyss Knight Features

Dark Burst
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, as an
action, 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.

Burning Hands

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of
flames shoots forth from your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a
failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or
carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.

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
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
Beginning at 11th level, you may cast the Detect Good and Evil 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.

Detect Evil and Good


Source: Player's Handbook

1st-level divination

Casting Time: 1 action


Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey,
fiend, or undead within 30 feet of you, as well as where the creature is located.
Similarly, you know if there is a place or object within 30 feet of you that has
been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Thoughts
Source: Player's Handbook

2nd-level divination

Casting Time: 1 action


Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the
spell and as your action on each turn until the spell ends, you can focus your mind
on any one creature that you can see within 30 feet of you. If the creature you
choose has an Intelligence of 3 or lower or doesn’t speak any language, the
creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind
in that moment. As an action, you can either shift your attention to another
creature’s thoughts or attempt to probe deeper into the same creature’s mind. If
you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain
insight into its reasoning (if any), its emotional state, and something that loom s
large in its mind (such as something it worries over, loves, or hates). If it
succeeds, the spell ends. Either way, the target knows that you are probing into
its mind, and unless you shift your attention to another creature’s thoughts, the
creature can use its action on its turn to make an Intelligence check contested by
your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of
its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t
see. When you cast the spell or as your action during the duration, you can search
for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of
rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.
You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t
speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts
for the rest of the duration as described above, even if you can’t see it, but it
must still be within range.

Dark Star
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.

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