ZenBear
2015-07-23, 12:09 AM
Another homebrew subclass! Yay! xD
This is based on the Final Fantasy Dark Knight, primary inspiration from FFXI and FFXIV off the wiki (http://finalfantasy.wikia.com/wiki/Dark_Knight). Rough draft, open to critique and changes if necessary. Enjoy!
Oath of Blood
Tenets:
Independence: Fight for what is true and let none command you.
Sacrifice: Dedicate your life to protecting those who cannot protect themselves, no matter the cost to yourself.
Grit: Never balk at pain or fear.
*Needs work. I’m basing these on the medieval “Black Knights” who were "a minority group of knights who refused to serve lords or kings. Instead they looted and raided, hunted bounties, or lived off the charity from the more humble folk, in much the same manner as a Japanese ronin. As they had no master, and thus no squire, they would paint their armor a signature black color to prevent rust and damage. Dark knights were considered by many a necessary evil, as they would protect villages and lesser people from invaders and bandits, but would also cause problems in the regions they dwelt in to sustain themselves.”
Oath Spells
3rd: Arms of Hadar, Bane
5th: Blindness/Deafness, Ray of Enfeeblement
9th: Bestow Curse, Vampiric Touch
13th: Blight, Evard's Black Tentacles
17th: Cloudkill, Contagion
Channel Divinity:
Souleater
When you hit a creature with a melee weapon attack, you may use your Channel Divinity to heal yourself for half the damage dealt.
Turn Outsiders
Fiends and Celestials
Dark Arts
Starting at 7th level, any time you hit with a melee weapon attack you may use this ability to deal an additional 1d10 necrotic damage. Every time you use this ability, you must either expend one Hit Die or take 1d10 necrotic damage. You can do this at the same time as a Smite, and you may choose to change your Smite damage to necrotic instead of radiant.
Sanguine Delirium
Starting at 14th level, when you are at half your maximum health points or less, you gain advantage on melee weapon attack rolls.
Last Resort
As a free action on your turn you may activate Last Resort. For 1 minute, all damage you deal is doubled and ignores all Resistances, but you gain Vulnerability to all forms of damage. You may cancel this state as a free action at the beginning of your turn any round after the round you activate it. You cannot use this ability again until you complete a long rest.
This is intended to be a "high risk; high reward" play style. It's a rough draft I came up with while at work today. I was inspired to create it after seeing Drackolus's Homebrew: the Dark Knight (http://www.giantitp.com/forums/showthread.php?428811-Homebrew-the-Dark-Knight) thread.
EDIT: Added Oath spells. They're mostly debuffs, but I added some attack spells where options were lacking or it seemed especially thematic.
This is based on the Final Fantasy Dark Knight, primary inspiration from FFXI and FFXIV off the wiki (http://finalfantasy.wikia.com/wiki/Dark_Knight). Rough draft, open to critique and changes if necessary. Enjoy!
Oath of Blood
Tenets:
Independence: Fight for what is true and let none command you.
Sacrifice: Dedicate your life to protecting those who cannot protect themselves, no matter the cost to yourself.
Grit: Never balk at pain or fear.
*Needs work. I’m basing these on the medieval “Black Knights” who were "a minority group of knights who refused to serve lords or kings. Instead they looted and raided, hunted bounties, or lived off the charity from the more humble folk, in much the same manner as a Japanese ronin. As they had no master, and thus no squire, they would paint their armor a signature black color to prevent rust and damage. Dark knights were considered by many a necessary evil, as they would protect villages and lesser people from invaders and bandits, but would also cause problems in the regions they dwelt in to sustain themselves.”
Oath Spells
3rd: Arms of Hadar, Bane
5th: Blindness/Deafness, Ray of Enfeeblement
9th: Bestow Curse, Vampiric Touch
13th: Blight, Evard's Black Tentacles
17th: Cloudkill, Contagion
Channel Divinity:
Souleater
When you hit a creature with a melee weapon attack, you may use your Channel Divinity to heal yourself for half the damage dealt.
Turn Outsiders
Fiends and Celestials
Dark Arts
Starting at 7th level, any time you hit with a melee weapon attack you may use this ability to deal an additional 1d10 necrotic damage. Every time you use this ability, you must either expend one Hit Die or take 1d10 necrotic damage. You can do this at the same time as a Smite, and you may choose to change your Smite damage to necrotic instead of radiant.
Sanguine Delirium
Starting at 14th level, when you are at half your maximum health points or less, you gain advantage on melee weapon attack rolls.
Last Resort
As a free action on your turn you may activate Last Resort. For 1 minute, all damage you deal is doubled and ignores all Resistances, but you gain Vulnerability to all forms of damage. You may cancel this state as a free action at the beginning of your turn any round after the round you activate it. You cannot use this ability again until you complete a long rest.
This is intended to be a "high risk; high reward" play style. It's a rough draft I came up with while at work today. I was inspired to create it after seeing Drackolus's Homebrew: the Dark Knight (http://www.giantitp.com/forums/showthread.php?428811-Homebrew-the-Dark-Knight) thread.
EDIT: Added Oath spells. They're mostly debuffs, but I added some attack spells where options were lacking or it seemed especially thematic.