Professor Gnoll
2016-05-24, 05:40 AM
Martial Archetype: Dark Knight
http://vignette3.wikia.nocookie.net/finalfantasy/images/3/3f/BDPB_Dark_Knight.jpg/revision/latest?cb=20131224033242
Alternis Dim, Dark Knight of Eternia.
Image property of Square Enix.
This is the first of hopefully several conversions of Bravely Default Asterisk Jobs into 5th Edition classes and archetypes.
Dark Knights are warriors that have learned to harness the power of hatred and pain, transforming their injuries into dark energy and combat prowess. They revel in shedding the blood of their enemies and receiving injuries of their own, throwing themselves into the thick of combat with a complete disregard for their own safety. To walk the path of a Dark Knight is to devote one's self entirely to combat, abandoning self-preservation in exchange for wreaking havoc upon one's enemies. To face a Dark Knight is to face a warrior that only grows more powerful as they are injured, a warrior that will fight until the very brink of death- and even beyond.
The Dark Knight is a Martial Archetype for the Fighter, selected at 3rd level.
Adversity: Starting at 3rd level, after choosing this archetype, you are able to transform your pain into rage, using it to fuel your combat prowess. Once a turn, when you take damage from an enemy or your Dark Bane attack, you gain an Adversity Dice, which is a D6. An Adversity Dice is expended when you use it, or after 1 minute. When you make an attack roll, damage roll, or Constitution saving throw, you may roll a single Adversity Die and add the result to your roll. You may wait until after rolling the D20 to choose to add the result, but must decide before the DM says whether the roll succeeded or failed. At 10th level, your Adversity Dice turn into D8s. At 18th level, they turn into D10s. At any one time, you may have a maximum of four Adversity Dice. This maximum increases to five die at 7th level and six at 15th level.
Dark Bane: At 7th level, you learn to channel your life-force into your attacks, injuring yourself in order to destroy your opponents with dark energy. When you hit a creature with a weapon attack, you may add either 1D8, 2D8 or 3D8 damage to your attack, in addition to your Con modifier. This bonus damage is Necrotic. Immediately after you use your Dark Bane, you take Necrotic damage equal to the result of your rolls. The damage that you take cannot be resisted or ignored by any means. Additionally, you may expend an Adversity dice to force the target to take a Constitution saving throw or be blinded until the end of your next turn. The saving throw DC for this effect is 8 + the result of the Adversity Dice + your Con modifier.
Minus Strike: Starting at 10th level, you can convert your injuries into negative energy, letting your opponent feel your pain. When you hit a creature with a weapon attack, you may choose to force them to take a Con saving throw. The DC for this saving throw is 8 + your Proficiency bonus + your Con modifier. On a failed saving throw, the target takes additional Necrotic damage equal to half of your missing HP, rounding up. On a success, you instead take damage equal to a quarter of your HP, rounding up. After using this ability, you must take a short rest before you can use it again.
See You in Hell: At 15th level, your hatred lingers past your ability to fight on, and your spite translates into pain for your foes. When you are reduced to 0 HP, you may choose to deal 6D10 + your Con modifier Necrotic Damage to every creature within 20ft of you. Once you have used this ability, you must take a short rest before you can use it again.
Life or Death: At 18th level, you may enter a state of pain-fuelled rage, during which your Dark Knight abilities reach a new level of power. For a number of turns equal to your 1+ your Con modifier, you gain the following effects:
Abate Dark: You can see in dim light within 60ft of you as if it were bright light, and dark light as if it were dim light.
Dark Nebula: Whenever you use your Dark Bane, all enemies within 10ft receive damage equal to the result rolled + your Con modifier.
Gloom: Whenever you expend an Adversity Dice, you may create a cloud of darkness around you. This cloud takes the form of a 10ft sphere of dark light, centred on you, that lasts until the end of your Life and Death state. You can see in this darkness as if it were bright light. In addition, every enemy within 10ft takes damage equal to the result rolled on your Adversity Dice plus your Con modifier.
Once your Life or Death state ends, you immediately drop to 0 HP. You must complete a long rest before you can use this ability again.
The Dark Knight Martial Archetype is intended as a conversion of the Dark Knight job from Bravely Default into 5th edition. The idea behind the class is obvious: Take damage to deal damage. The ability names are all named after aspects of the Job from the game, though some of the functions have changed. However, the basic concepts behind them remain the same. Adversity gives you bonuses when you take damage, Dark Bane lets you damage yourself to make a dark attack, etc, etc. A few possible concerns:
-It may be too easy to obtain Adversity dice. While I specifically stated that the only way to gain them through self-harm is via Dark Bane, a horde of weaker enemies or an enemy that makes a lot of attacks in one round very quickly power you up. I may need to reduce the die size or put a cap on how many you can receive each round.
-Minus Strike may be too powerful. I'm hoping its balanced by needing to be on low health to use it effectively, but I'm still not entirely sure.
Overall, though, pretty happy with how it turned out. Next up, Bravely Second's Chariot.
Please feel free to comment, honest critique and suggestions would be appreciated.
http://vignette3.wikia.nocookie.net/finalfantasy/images/3/3f/BDPB_Dark_Knight.jpg/revision/latest?cb=20131224033242
Alternis Dim, Dark Knight of Eternia.
Image property of Square Enix.
This is the first of hopefully several conversions of Bravely Default Asterisk Jobs into 5th Edition classes and archetypes.
Dark Knights are warriors that have learned to harness the power of hatred and pain, transforming their injuries into dark energy and combat prowess. They revel in shedding the blood of their enemies and receiving injuries of their own, throwing themselves into the thick of combat with a complete disregard for their own safety. To walk the path of a Dark Knight is to devote one's self entirely to combat, abandoning self-preservation in exchange for wreaking havoc upon one's enemies. To face a Dark Knight is to face a warrior that only grows more powerful as they are injured, a warrior that will fight until the very brink of death- and even beyond.
The Dark Knight is a Martial Archetype for the Fighter, selected at 3rd level.
Adversity: Starting at 3rd level, after choosing this archetype, you are able to transform your pain into rage, using it to fuel your combat prowess. Once a turn, when you take damage from an enemy or your Dark Bane attack, you gain an Adversity Dice, which is a D6. An Adversity Dice is expended when you use it, or after 1 minute. When you make an attack roll, damage roll, or Constitution saving throw, you may roll a single Adversity Die and add the result to your roll. You may wait until after rolling the D20 to choose to add the result, but must decide before the DM says whether the roll succeeded or failed. At 10th level, your Adversity Dice turn into D8s. At 18th level, they turn into D10s. At any one time, you may have a maximum of four Adversity Dice. This maximum increases to five die at 7th level and six at 15th level.
Dark Bane: At 7th level, you learn to channel your life-force into your attacks, injuring yourself in order to destroy your opponents with dark energy. When you hit a creature with a weapon attack, you may add either 1D8, 2D8 or 3D8 damage to your attack, in addition to your Con modifier. This bonus damage is Necrotic. Immediately after you use your Dark Bane, you take Necrotic damage equal to the result of your rolls. The damage that you take cannot be resisted or ignored by any means. Additionally, you may expend an Adversity dice to force the target to take a Constitution saving throw or be blinded until the end of your next turn. The saving throw DC for this effect is 8 + the result of the Adversity Dice + your Con modifier.
Minus Strike: Starting at 10th level, you can convert your injuries into negative energy, letting your opponent feel your pain. When you hit a creature with a weapon attack, you may choose to force them to take a Con saving throw. The DC for this saving throw is 8 + your Proficiency bonus + your Con modifier. On a failed saving throw, the target takes additional Necrotic damage equal to half of your missing HP, rounding up. On a success, you instead take damage equal to a quarter of your HP, rounding up. After using this ability, you must take a short rest before you can use it again.
See You in Hell: At 15th level, your hatred lingers past your ability to fight on, and your spite translates into pain for your foes. When you are reduced to 0 HP, you may choose to deal 6D10 + your Con modifier Necrotic Damage to every creature within 20ft of you. Once you have used this ability, you must take a short rest before you can use it again.
Life or Death: At 18th level, you may enter a state of pain-fuelled rage, during which your Dark Knight abilities reach a new level of power. For a number of turns equal to your 1+ your Con modifier, you gain the following effects:
Abate Dark: You can see in dim light within 60ft of you as if it were bright light, and dark light as if it were dim light.
Dark Nebula: Whenever you use your Dark Bane, all enemies within 10ft receive damage equal to the result rolled + your Con modifier.
Gloom: Whenever you expend an Adversity Dice, you may create a cloud of darkness around you. This cloud takes the form of a 10ft sphere of dark light, centred on you, that lasts until the end of your Life and Death state. You can see in this darkness as if it were bright light. In addition, every enemy within 10ft takes damage equal to the result rolled on your Adversity Dice plus your Con modifier.
Once your Life or Death state ends, you immediately drop to 0 HP. You must complete a long rest before you can use this ability again.
The Dark Knight Martial Archetype is intended as a conversion of the Dark Knight job from Bravely Default into 5th edition. The idea behind the class is obvious: Take damage to deal damage. The ability names are all named after aspects of the Job from the game, though some of the functions have changed. However, the basic concepts behind them remain the same. Adversity gives you bonuses when you take damage, Dark Bane lets you damage yourself to make a dark attack, etc, etc. A few possible concerns:
-It may be too easy to obtain Adversity dice. While I specifically stated that the only way to gain them through self-harm is via Dark Bane, a horde of weaker enemies or an enemy that makes a lot of attacks in one round very quickly power you up. I may need to reduce the die size or put a cap on how many you can receive each round.
-Minus Strike may be too powerful. I'm hoping its balanced by needing to be on low health to use it effectively, but I'm still not entirely sure.
Overall, though, pretty happy with how it turned out. Next up, Bravely Second's Chariot.
Please feel free to comment, honest critique and suggestions would be appreciated.