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Dark Knight

                             
Class Level Features HP Gained Maneuvers Gained Eldritch Enhancements Curses Known
1st Cursed Arms, Cursed Armor +3 Dark Transference +1
2nd Curse of Vulnerability +3 Fulminate
3rd Maneuver Die Increase +3 Shadow Snare
4th Unyielding Wind +3 +1
5th Hellish Weaponry +3 Reap
Level 1   Cursed Arms: After every short rest, you may apply a curse to one of your weapons Whenever you succeed in making an attack roll, you may apply this curse to them. You may do this a number of times per short rest equal to 1 + your spellcasting modifier. (No saving throw is made.)   Cursed Armor: After every short rest, you may apply a curse to your armor. Whenever an enemy succeeds in making a melee attack roll against you, you may apply this curse to them. You may do this a number of times per short rest equal to 1 + your spellcasting modifier. (No saving throw is made.)     Extra Maneuver: Dark Transference... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)   Whenever you make a weapon attack roll, you may remove one curse that you are afflicted with and roll 1d4. If the attack lands, the removed curse is transferred to the target and the die roll is added to the damage.     Level 2   New Curse: Curse of Vulnerability... Until your next turn, the target is made vulnerable to one of the following damage types at random: Fire, Slashing, Bludgeoning, Piercing, Frost, or necrotic. This applies even if the target normally resists or is immune to the damage type. (1d6 to choose.)     New Eldritch Enhancement: Fulminate... You may cause a curse on the target to detonate in hellfire, dealing 2d8 fire damage to each creature in a 10ft radius. This increases by 1d8 at character levels 10, 15, and 20.     Level 3   Maneuver Die Increase... Your maneuvers that would normally use a d4 for their rolls, now use a d6     Extra Maneuver: Shadow Snare... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)   When you are within 5ft of a creature that is no larger than one size class above yours, you may use a maneuver to step into their shadow. So long as you do not move from this position, the target becomes immobilized. They must expend a basic action to roll a charisma saving throw against your spell save in order to end this effect.     Level 4   Unyielding Wind: Whenever you bring an enemy down to 0 HP, you may refresh the cooldown of your second wind feature. If you would roll below a 4 on your any of your second wind die, you may make that roll a 4.     Level 5   Hellish Weaponry: You are bestowed a weapon, courtesy of your demonic patron. The specs of the weapon are determined by your patron and will scale with your character level. This has additional features depending on your Demonic Pact...
  • Bloodbond Weapon: This weapon becomes your bloodbond weapon, allowing you to use 2 eldritch enhancements when attacking with it, while using the health cost of only 1.
  • Devil's Tome of Wisdom: Your tome may transform into the weapon as a free action on your turn. Enemies reduced to 0 HP by this weapon restore spell slots in the same way as the tome.
  • Dark Familiar: Your dark familiar is given a promotion, evolving into a higher ranked demon.
      New Eldritch Enhancement: Reap... This cantrip or weapon attack steals strength from the target on a hit. Upon landing a successful attack roll, reduce the target's Strength stat by 2 and increase either your strength or dexterity by 2. The target cannot be reduced below 8 strength this way. Your strength cannot go above 30 this way. This effect lasts for 1 minute. (Some enemies will be immune to this effect.)

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