Crisis21
2017-06-05, 11:29 PM
Something I made for a guy in my group who's been having a bit of trouble with adapting to 5e and doesn't seem to fully understand the build he's attempting to make with his character in 5e terms. Often sounds like he's trying to use a completely different system, so I decided to try and get his concept adapted into something easier to understand in 5e terms that he can still be happy with.
Please understand that I'm a bit new to 5e myself and I'd appreciate any help in getting this together for him.
The last two features were lifted straight from the Eldritch Knight Archetype (http://mcdt25e.wikidot.com/subclass:eldritch-knight) with just a name change and I'd appreciate suggestions for potential tweaks if anyone has them.
Dark Knight Fighter Archetype
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Dark Knight Spellcasting table shows how many spell slots you have to cast your spells as well as what level your spell slots are. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.
For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level warlock spells of your choice, two of which you must choose from the necromancy, abjuration, and evocation spells on the warlock spell list.
The Spells Known column of the Dark Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be from the necromancy, abjuration, or evocation schools and must be of a level equal to or lower than your available spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The warlock spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy, abjuration, or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fighter Level
Cantrips
Known
Spells
Known
Spell Slots
Slot Level
3rd
2
3
1
1st
4th
2
4
2
1st
5th
2
4
2
1st
6th
2
4
2
1st
7th
2
5
2
2nd
8th
2
6
2
2nd
9th
2
6
2
2nd
10th
3
7
2
2nd
11th
3
8
2
2nd
12th
3
8
2
2nd
13th
3
9
2
3rd
14th
3
10
2
3rd
15th
3
10
2
3rd
16th
3
11
2
3rd
17th
3
11
2
3rd
18th
4
11
2
3rd
19th
4
12
2
4th
20th
4
13
2
4th
Life Drinker
At 3rd level, whenever you deal necrotic damage to a target, you heal your hp by half the amount of necrotic damage dealt. In addition, when you make a successful melee attack against a target, you may expend a spell slot to deal an additional 1d8 necrotic damage per level of the expended spell slot (maximum 4d8) plus your Charisma modifier.
Pact of the Blade
At 7th level, you gain the Warlock Pact Boon: Pact of the Blade. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Dark Invocations
At 10th level, you are able to learn two Warlock Invocations from the following list (you may trade one invocation for another whenever you gain a new level):
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sign of Ill Omen
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
Spell Surge
At 15th level, if you have no remaining spell slots, you may spend an Action Surge to gain 1 temporary spell slot. Any unused temporary spell slots are lost one minute after they are gained.
Eldritch Warrior
Eldritch Warrior: At 18th level, you learn how to channel your magic through your Pact Weapon. You may treat your Pact weapon as an arcane focus. You learn the Eldritch Blast cantrip (or another warlock cantrip if you already knew Eldritch Blast). While you wield your Pact Weapon in battle, whenever you use the Attack action, you may trade one of your extra attacks to fire one Eldritch Blast ray (1d10 force damage on a hit) at an opponent you can see within 60 feet, pushing them back 10 feet if you hit.
Please understand that I'm a bit new to 5e myself and I'd appreciate any help in getting this together for him.
The last two features were lifted straight from the Eldritch Knight Archetype (http://mcdt25e.wikidot.com/subclass:eldritch-knight) with just a name change and I'd appreciate suggestions for potential tweaks if anyone has them.
Dark Knight Fighter Archetype
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Dark Knight Spellcasting table shows how many spell slots you have to cast your spells as well as what level your spell slots are. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.
For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level warlock spells of your choice, two of which you must choose from the necromancy, abjuration, and evocation spells on the warlock spell list.
The Spells Known column of the Dark Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be from the necromancy, abjuration, or evocation schools and must be of a level equal to or lower than your available spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The warlock spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy, abjuration, or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fighter Level
Cantrips
Known
Spells
Known
Spell Slots
Slot Level
3rd
2
3
1
1st
4th
2
4
2
1st
5th
2
4
2
1st
6th
2
4
2
1st
7th
2
5
2
2nd
8th
2
6
2
2nd
9th
2
6
2
2nd
10th
3
7
2
2nd
11th
3
8
2
2nd
12th
3
8
2
2nd
13th
3
9
2
3rd
14th
3
10
2
3rd
15th
3
10
2
3rd
16th
3
11
2
3rd
17th
3
11
2
3rd
18th
4
11
2
3rd
19th
4
12
2
4th
20th
4
13
2
4th
Life Drinker
At 3rd level, whenever you deal necrotic damage to a target, you heal your hp by half the amount of necrotic damage dealt. In addition, when you make a successful melee attack against a target, you may expend a spell slot to deal an additional 1d8 necrotic damage per level of the expended spell slot (maximum 4d8) plus your Charisma modifier.
Pact of the Blade
At 7th level, you gain the Warlock Pact Boon: Pact of the Blade. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Dark Invocations
At 10th level, you are able to learn two Warlock Invocations from the following list (you may trade one invocation for another whenever you gain a new level):
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sign of Ill Omen
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
Spell Surge
At 15th level, if you have no remaining spell slots, you may spend an Action Surge to gain 1 temporary spell slot. Any unused temporary spell slots are lost one minute after they are gained.
Eldritch Warrior
Eldritch Warrior: At 18th level, you learn how to channel your magic through your Pact Weapon. You may treat your Pact weapon as an arcane focus. You learn the Eldritch Blast cantrip (or another warlock cantrip if you already knew Eldritch Blast). While you wield your Pact Weapon in battle, whenever you use the Attack action, you may trade one of your extra attacks to fire one Eldritch Blast ray (1d10 force damage on a hit) at an opponent you can see within 60 feet, pushing them back 10 feet if you hit.