Base Class: Fighter
A fighter with Blackened Hands is someone who has the risk of having all that matters escape their grasp like sand. The only thing keeping them together is their own will to survive as a great warrior, yet the path they thread is forked and oftentime in solitude or with very few important people.
Some walk a path that cannot be heard, gracefully embracing the shade and coming out only to leave the remains of their targets to be displayed...a magnificent, silent spectacle. Those are masters of stealth and sometimes embodying a chivalric essence with prowess and dignity that is hard to mimic.
Others have lost everything, being resigned to the path marked not only by shade but becoming one with that darkness themselves, wielding a righteous fury that drives men and women mad like a weapon to scorch the earth they thread upon. That path is one of sorrow and where one cannot stop to mourn the angels that are gone.
What binds both, where all roads meet is that it’s from their heart and experience that all their power comes from. Every little skirmish, every little scar left on them and by them forms a story that causes the one with Blackened Hands to be an unique being in the way that they paint whichever world they reside in black.
Credits to Bishop from the Undertomes
Song Of The Sword-Wielding Paladin.
3rd-level Blackened Hands feature
Through a rigid mastery over many weapons and experience, you have developed your own technique to employ your own symphony of varied weapons; turning your very fingers into an instrument to tap into your entire arsenal. You have managed to create a small storage within your own heart, a demiplane connected to your core known as a
Lasting Arsenal formed by a combination of magical items or an innate, magical manifestation of your own inner being.
You may store up to your proficiency bonus’ worth of weapons in your 
Lasting Arsenal, being able to store any weapon not held by another creature as a Free Action you may take while grasping them, and have a stored weapon appear on your hand as another Free Action.
If you would attempt to add another weapon while your
Lasting Arsenal has no space left, you must replace any of your already stored weapons with the new one, with the replaced one being manifested in your empty hand. While a weapon is a part your
Lasting Arsenal, you are considered Attuned to it. This Attunement does not count toward your maximum Attuned items.
Noble Forbearance
3rd-level Blackened Hands feature
The marks and scars of your training and expertise fit your fingers like a glove, yet they are worn not only as a symbol of brutality but of grace and restraint. You gain proficiency in Sleight of Hand and Stealth.
The Knight Of Black.
3rd-level Blackened Hands feature
Your mastery in arms is unparalleled, being able to wring out the best of any one weapon that graces your hands. While a weapon is part of your
Lasting Arsenal, you gain special benefits. These have both passive effects that are active as long as you are wielding the weapon or they are stored inside your
Arsenal, and active Flourishes which can be used every other turn per weapon as an Action. If you use a Dagger’s Flourish in one turn, on the next turn you may still use another weapon’s Flourish but not your Dagger’s.
The Divergent Paths of the Noble Warriors' Mind.
Upon reaching 7th-Level in the Blackened Hands Martial Archetype, choose one of the following class features. Upon reaching 18th-Level, you gain the feature of same path as the one you have picked.
Sparks of a Madman
The seed of a growing madness and fury has been planted in your heart, having your personhood and the way you portray yourself be tinted in a darker shade than most. Whenever you suffer damage you may use your Reaction to enter a
Fury state. While
Furious, you gain the following effects:
- You gain a bonus modifier to hit and to damage rolls equal to half your proficiency bonus, rounded down.
- After first knocking another creature below one hit point or killing them, you deal one additional damage die on melee weapon attacks until the end of your next turn.
- You suffer a negative modifier to Intelligence, Wisdom and Charisma saving throws equal to half your proficiency bonus, rounded down. You may enter this state once per long rest and remain in it for one minute. This state ends early if you are knocked Unconscious or are the target of the Calm Emotions spell.
You may enter a
Fury state twice per long rest after reaching 14th level.
Wandering Silence
You are a professional in your line of work, rising to be the brightest star you can be in the only way to know how: obfuscating that shine and only revealing yourself after the job is done.
Your
Lasting Arsenal has developed further, allowing you to coat your hands in a fine black substance that dampens all sound around it, save for your weapons cutting through the air. You may don and doff this coating as a Free Action, and while having them on any noise within a 15-ft radius of you is silenced unless you choose it not to be, except for the sounds of your weapons being fired or swung. While donning the coating you also gain advantage on Stealth Skill Checks that involve sound.
Poetry for the Silence
10th-level Blackened Hands feature
Much like a poet weaving hymn and rhyme together, your varied weaponry is swung not with wild abandon, but with a rhythm that unites all you can give. Whenever you perform a weapon attack, if your next attack is made with a different weapon you gain special effects as per the last weapon used. These are as follows:
| LAST WEAPON USED | EFFECTS ON THE NEXT ATTACK |
|---|---|
| Dagger | Your next attack gains the Dagger’s Thrown property and range. |
| Greatsword | Your next attack inflicts additional damage equal to your proficiency bonus |
| Handaxe | Your next attack is done with advantage |
| Heavy Gauntlet | You may choose to move yourself and the target 5-ft. forward after this attack and on your next attack’s hit. |
| Katana | Your next attack gains the Katana’s Draw property and is treated as if the weapon is sheathed. |
| Lance | Your next attack gains the Lance’s Reach property. |
| Light Hammer | Your next attack considers it’s target as if it had 1 less AC |
| Longsword | Your next attack deals damage even if missed. Roll your damage die without any modifiers, the target takes half the value rolled. |
| Mace | Your next attack deals an additional damage die |
| Revolver | Before your next attack you may move up to half your movement speed toward any target creature within your attack range without provoking Opportunity Attacks. |
| Rifle | Before your next attack you may move up to half your movement speed away from any target creature without provoking Opportunity Attacks |
| Shortsword | Your next attack has a +1 bonus modifier to hit |
More weapons can be found at the end of this subclass, separated into weapon groups according to the effects above.
For Whom This Sword Weeps.
15th-level Blackened Hands feature
The manifestations from your inner self have rooted deeply in your heart, blossoming out into an even stronger
Lasting Arsenal that flows as easily as you breathe. You gain the following benefits:
- Weapons linked to your
Arsenal cannot be destroyed by any means other than the Wish spell, even if you die. - When attacking with a weapon linked to your
Arsenal, you always use the bonus modifier of the highest magical weapon stored in your
Arsenal, such as if you attack with a +1 dagger but have linked a +3 sword, you may instead consider the dagger as if it had a +3 modifier instead. - You have advantage against being Grappled and skill checks regarding being disarmed in any way.
Frenzy, Love / Thank you
18th-level Blackened Hands feature
You automatically gain the feature of the same path you previously chose.
Kl██ Mor███ in Love
Your heart has become a fulfilled thing, your mind enlightened by a confidence in all your work, and your steps silent as you bring others into the black with ease. You gain the following benefits:
- Your experience has shaped you to be versatile not only with your weaponry, but also with your other abilities. You gain Expertise in one Skill of your choice.
- Whenever you hit a Surprised creature or while Hidden you may choose to forgo one of your attacks as part of the Attack Action, instead delivering the full brunt of your force in one decisive attack. This attack benefits from double the effects of your Poetry for the Silence feature (Doubling the value of any range, die or other value.) and deals an additional 3 damage die that match your weapon’s damage type.
- Whenever you kill another creature or knock them Unconscious for the first time you may spend your Reaction to Hide, as per the Hide Action
The Frenzy of Kl██ Mor███
Something inside you has fundamentally broken, like a realization that was meant to be wasn’t ever truly concluded. While
Furious, you also gain the following:
- You gain one Extra Attack.
- You gain Advantage on Saving Throws.
- Choose one of the weapons in your
Arsenal to become your Signature weapon. This weapon becomes bound to you and cannot be used by any other creature. Furthermore, you have a +1 bonus modifier to hit with it and it scores a Critical Hit on a roll of 18-20. (This bonus does not benefit your 15th Level feature.)
Additionally, when you use your Action Surge while
Furious, whenever you hit with a weapon your next weapon attack is done at Advantage. If you are Two Weapon Fighting you may immediately perform an additional attack with the weapon on your off-hand without it counting toward your total attacks
Flourishes
The following Flourishes have passive effects that are granted while within your
Lasting Arsenal and active effects that may be used in place of an Attack as part of your Attack action. For any weapon not directly named, you may refer to the Weapon Groups table, such as a Rapier counting as a Shortsword for it’s Flourish bonuses. If a Saving Throw is requested, your DC is equal to 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier.
Dagger
Dagger’s Agility. Daggers grant unparalleled agility and mobility, granting you an additional 10-ft. of movement.
Flourish: Rock Bottom Bounceback. You may throw the dagger in a way that it’ll ricochet right back to your hand after being thrown. When you do so, perform a ranged attack roll on a target within it’s Thrown range, ignoring Partial [rules]Cover[/rules]. Regardless of if you hit or miss, the weapon is flung back to you after hitting any surface.
Greatsword
Greatsword’ Destruction. A greatsword in your hands is a weapon that neglects the need for any shield, cutting through any attack with ease, reducing any damage you take by one plus half your character level rounded down.
Flourish: District Cleaver. You may swing the Greatsword to cover great arcs, perform a melee attack roll against a target within reach. The result also counts as if it were targeting any other creatures 10-ft. beside the original target, when you roll damage you do so once for all targets hit.
Handaxe
Handaxe’s Versatility. The Handaxe is the perfect weapon to cover for any other arm’s weakness. You add your relevant Modifiers when dealing damage with your Bonus Action attack, as per Two-Weapon Fighting rules.
Flourish: Sinking Reverb. You throw your Handaxe at any target creature within it’s minimum thrown reach. On a hit, you may instantly rush toward them, moving to be within 5-ft of the target.
Heavy Gauntlet
Heavy Gauntlet’s Dukes. A good pair of Gauntlets easily help with maintaining an overall defensive stance, granting you a +1 bonus modifier to Constitution and Dexterity scores.
Flourish: Clawing Out the Wind. You deliver a particularly powerful punch to the target’s lungs, beating the very air out of them. Perform a melee weapon attack against a target within reach, on a hit they must pass a Constitution saving throw or have their movement speed halved and Attack Modifier reduced by half your proficiency bonus until the end of their next turn.
Katana
Katana’s Airwall. The dexterity needed to wield a Katana properly is nothing to scoff at, and it’s bursts of action teach a special means of defense against projectiles. Ranged attacks against you suffer a -2 negative modifier to hit.
Flourish: Gone in a Blink. You ready your Katana and slash without giving your target a moment to perceive it. You perform a melee weapon attack against a target within reach. If your Katana is sheathed, you have Advantage on this attack and deal one more additional damage die on a hit. Furthermore, if able you may move to be 5-ft behind the target.
Lance
Lance’s March. The Lance is a movement in of itself, a constant that cannot be broken, granting you the ability to move through up to 20-ft of Difficult Terrain each turn without needing to spend any additional movement speed.
Flourish: Slaughterline. You prepare for a mad dash with your Lance at the forefront. Choose an empty space within 20-ft to move to, all creatures in the line required for you to move to there must pass a Dexterity saving throw or be impaled, taking your Lance’s damage die and being both knocked prone and forcibly moved into the space in front of where you end, or the closest unoccupied space instead.
Light Hammer
Light Hammer’s Wedge. A Light Hammer’s head can easily be used to wedge out even the nastiest attack from being a hit. A Light Hammer’s head can easily be used to wedge out even the nastiest attack from being a hit. You increase your Armour Class (AC) by two.
Flourish: Arsenal Breaker. You may use the Hammer’s head to hook and tear away your opponents' weapon with ease. Perform a melee weapon attack against a target within reach, on a hit they must pass a Dexterity saving throw or have one weapon of your choice that they are holding be flung toward any space within 15-ft of them.
Longsword
Longsword’s Lockstep. The Longsword’s elegant maneuvers ease into a dance of attacks in your hands, granting you a +1 bonus modifier to hit whenever you move before attacking
Flourish: Inescapable Void. Though simple in nature, a well-used Longsword is a weapon to put fear into your foe’s hearts. You perform a weapon attack roll against a target within reach. On a hit, the target must pass a Wisdom saving throw or be Frightened of you.
Mace
Mace’s Siege. The strength needed to wield a Mace is one to tear down anything in your path, granting you the ability to deal double any bludgeoning damage to objects and buildings.
Flourish: Sundermind. You bring down your Mace in a particularly nasty blow to the head. Perform a melee weapon attack against a creature within reach, on a hit they must pass a Constitution saving throw or or have their Intelligence, Wisdom and Charisma saving throws reduced by half your proficiency bonus until the end of their next turn.
Revolver
Revolver’s Deadzone. The Revolver is a versatile weapon, but that versatility is brought out fully only when you have a perfect vision to acknowledge multiple targets at once, granting you the ability to deal an additional 2 damage whenever you first hit a different creature than your last target, during your turn.
Flourish: Grand Slaughter. Instead of performing a single attack against a single target, you’d rather empty your Revolver and the remaining hostile roster all at once. You perform one ranged weapon attack per each remaining bullet in your chamber, as per the Reload property. Each of these attacks must target a different target creature and you don’t add your Dexterity modifier to your damage rolls.
Rifle
Rifle’s Positioning. To wield a Rifle perfectly you must learn how to keep the distance between you and any other threat, granting you the ability to spend your Reaction whenever a hostile creature moves into 5-ft of you to quickly dash away into a 10-ft line in any direction of your choice. Any Opportunity Attacks that triggered from this are done at disadvantage.
Flourish: Shooting Stars. You take aim to pierce only through soft tissue. Instead of performing an attack roll, all creatures within a line whose range is equal to the minimum Range of your Rifle must pass a Dexterity saving throw or be hit, taking the damage you would do with a regular weapon attack using your Rifle, or half on a success.
Shortsword
Shortsword’s Denial. The Shortsword’s elegant maneuvers ease into a dance of attacks in your hands, having you deal bonus damage equal to your proficiency bonus on a hit whenever you move before attacking.
Flourish: Retake Control. You maintain dominance through any battlefield. Perform a melee weapon attack against a target within reach, on a hit the target is moved back 5-ft each time you hit it until the end of your turn.
Poetry for the Silence Weapon Groups
| MAIN WEAPON | WEAPONS WITHIN GROUP |
|---|---|
| Dagger | Dart, Javelin |
| Greatsword | Battleaxe |
| Handaxe | Trident |
| Heavy Gauntlet | Greatclub, Maul, Quarterstaff |
| Katana | - |
| Lance | Glaive, Spear, Pike |
| Light Hammer | Halberd, Net, Whip |
| Longsword | Flail, Morningstar |
| Mace | Club, Greataxe, War Pick, Warhammer |
| Revolver | Hand Crossbow, Longbow, Wooden Staff |
| Rifle | Heavy Crossbow, Longbow, Wooden Staff |
| Shortsword | Double-Bladed Scimitar, Scimitar, Sickle |
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Posted Sep 21, 2026Most up to date version, fixed some Flourish snippets not loading properly, tidied up descriptions, and made the view in the character builder a bit nicer