Base Class: Fighter
A warrior who has embraced the dark in order to gain strength and is willing to sacrifice their own health to defeat their foes. They enhance their damage with necrotic energy, and can choose to sacrifice their own vitality to access new attacks and abilities. In their willing to defeat their foes, Dark Knights have forsaken shields in favor for greatswords, which they transform into their signature Fellblade.
Darkness
When you choose this archetype at 3rd level, you learn actions that are fueled by Life Dice and your Life Pool.
Darkness. You learn two actions of your choice, which are detailed under “Darkness” below. Many actions enhance an attack in some way. You can use only one action per attack.
You learn one additional action of your choice at 7th, 10th, and 15th level. Each time you learn a new action, you can also replace one action you know with a different one. You must be attacking with your Fell Blade to use any Darkness actions.
Life Dice. You have four Life Dice, which are d8s. A Life Die is expended when you use it. Unless otherwise stated in the Darkness action, the amount rolled on the Life Die is subtracted from your HP before any effects take place and added to your Life Pool. You regain all of your expended Life Dice when you finish a short or long rest.
You gain another Life Die at 7th level and one more at 15th level.
Damage. Some of your actions add damage to your attacks or do damage by themselves. All damage done from Life Dice or your Life Pool is necrotic.
Life Pool. Some of your actions add life into your Life Pool. This pool is a resource that is used by certain actions and abilities learned at higher levels. If the life subtracted from your HP would incapacitate you, you finish the action and are left with 1 HP, you are made prone, and any remaining Life Dice are lost. On a long rest your Life Pool is reset to 0.
One with Death
At 3rd level, you gain resistance to necrotic damage.
Fell Blade
When you choose this archetype at 3rd level, you gain the ability to turn a greatsword into a Fell Blade. You spend one hour with your blade, attuning it with necrotic energy, and bonding it to you. This can be done during a short rest. You can only have one Fell Blade at any time. If you create another Fell Blade, the previous one is destroyed. If the chosen weapon is magical, any effects beyond increases to hit/ damage are lost.
On hit, add 1d4 necrotic damage. Heal half of the necrotic damage done, or all on a critical hit. The 1d4 becomes 1d6 at level 10 and 1d8 at level 18.
The Fell Blade's slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage at level 6 if not already.
All attacks are made at disadvantage if attacking with any melee weapon other than your Fell Blade. Ranged attacks are not subject to this disadvantage.
Bound Weapon. You can dismiss the weapon as a free action, shunting it to an extradimensional space. As a bonus action, you call your Fell Blade to one of your free hands, at your feet, or in any unoccupied space within 5 feet.
Darkness - Actions
The actions are presented in alphabetical order.
Abyssal Blade
When you hit with a weapon attack, you can choose any amount from your Life Pool and add it to the damage done. Any creature in a 15ft cube, faced on the enemy and extending away from you takes half of the Life Pool damage. Immediately afterward damage is done roll one Life Die if any remain. Subtract the number rolled from your current HP, this damage is not added to your Life Pool. If you do not have any remaining Life Dice when you make this attack you also take half of the Life Pool damage.
Crushing Blow
When you hit with a weapon attack, you can expend one Life Die and reduce the enemy's AC by half of the number rolled (rounded up) by a max of 3. The effect last until the start of your next turn.
Dark Bane
When you hit with a weapon attack, you can expend one Life Die and add the amount rolled to the damage roll.
Infernal Strike
When an enemy triggers an attack of opportunity, on hit roll one Life Die. You can choose to spend any amount from your Life Pool up to the number rolled on the spent Life Die. Add the number to the damage done and reduce the enemy's speed by 5ft per life spent to a minimum of 0.
Minus Strike
When you hit with a melee weapon attack you can replace the damage done with the effects of Minus Strike. You expend one Life Die and make a straight DC 11 roll. The targeted enemy takes full damage on a success, or half on a fail. Damage done is equal to your max hp - current hp.
Sanguine Strike
When you hit with a weapon attack, you can expend one Life Die. You can choose to add the number rolled as Temp HP or to your Life Pool, but it is not subtracted from your current HP. (Temp HP from multiple Sanguine Strikes can stack, but fade immediately at the end of combat. )
Unholy Sacrifice
Roll 2 Life Dice All hostile creatures within a 15ft sphere centered on you take damage equal to twice the total rolled. Choose one ally you can see. They gain Temp HP equal to 5 times the number of creatures killed by your Unholy Sacrifice.
Stalwart Behemoth
When you reach 7th level in this class, you gain +1 to CON (MAX 21) and an additional +2 HP per level after this one.
From the Grave
On a death saving throw, roll 1d8. Any hostile creature within 5ft of you takes half damage on a success or full damage on a fail. Roll an additional 2d8 on a critical fail. Do not roll damage if the death saving throw would kill you or stabilize you.
Damage done is necrotic.
Range increases to 10ft at 15th level.
Improved Life Dice
At 10th level, your Life Dice turn into d10s. At 18th level, they turn into d12s.
Gloom
When you reach 10th level in this class you can take a bonus action to convert all weapon damage to necrotic until the end of your turn.
Dark Armor
When you reach 10th level in this class, your affinity with the darkness allows you to extend it's power to your armor, turning it black. You also gain two reaction abilities that can be used once per short rest.
Absorb. Use your reaction to absorb all incoming necrotic damage. One-quarter of the absorbed damage is added to your Life Pool.
Surge. Must have at least 20 points in your Life Pool to use. Expend half of your Life Pool to get advantage on a saving throw or impose disadvantage on an enemy creature's saving throw you can see and is within 60ft of you.
Vehemence
(Cannot use while Life or Death is active) As a bonus action you can sacrifice your AC to increase the damage of your next two attacks. The effects last until the start of your next turn. You can use this ability three times per long rest.
Improved Life Dice
At 18th level, your Life Dice turn into d12s.
Life or Death
(Cannot be used while Vehemence is active) As a bonus action, you can activate Life or Death. Upon activation, increase your AC by 5, ATK by 5, half of your current Life Pool is expended and added to your next attack, the remaining half is expended and added to your Temp HP. Life or Death last until the end of your next turn. Immediately after Life or Death wears off, make a death saving throw. You take one level of exhaustion on a success. On a fail, reduce your speed to 0 until the end of your next turn, take one level of exhaustion, and the failure from this roll can only be removed by a Greater Restoration. The Temp HP from Life or Death last until the end of combat. This ability can be used once per long rest.
Previous Versions
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The avatar gets an upvote. This subclass also seems fire. I'd love to playtest it myself, but unfortunately I'm just a Dungeon Master looking for homebrews to offer my players who don't have any of the source books on D&D Beyond (neither do I. I just have Master Subscription. We all use my account lol).
Am I correct in assuming this was made by a fellow Final Fantasy nerd?
First off, thanks for making a sub that fulfills the flavor of a Dark Knight both in written and mechanical flavor; I've been told a couple too many times by others that a slightly reskinned Oathbreaker would fulfill the niche, and tbh, it's borderline insulting at times. Fear, fiends, and undead inclinations? Yeah, no. That ain't it, chief.
After double- and triple-checking how different mechanics and abilities work, however, I do have one or two questions if you don't mind:
What levels are From the Grave , Vehemence, and Life or Death gained at?
This was never specified. It feels somewhat safe to assume the former happens at Lv.7, however, it's believable that the latter two could be applicable at Lv.10 or Lv.18. Going into this next campaign, I'm inclined to believe Vehemence is a Lv.10 feature, whereas Life or Death is more for Lv.18.
What was your thinking for Beyond the Grave in terms of why you wanted to add it/something like it?
For context, I've been working on a "Fell Knight" off and on for the past three years-- starting as a Fighter, then experimenting with Blood Hunter, and then as a Paladin more recently. Honestly, we have a lot of similarities in design philosophies for how to make a Dark/Fell Knight from what I can tell by dissecting this brew. Seriously, I love this brew so much. The only major part we differ at is in how to handle death/near death: You have a way to save oneself from self-kills, as well as Beyond the Grave for added synergy with the fact that you're playing an edgelord one expects to go down. In my designs, I didn't ever add either of those; to me, it's akin to an old Magic: the Gathering phrase you might've heard floating around: "Life is a resource." But, once you run out of life, that's that. Dark Knights of Final Fantasy lore tend to go along the same route. In short, I like to think of the lack of these kinds of features as a way of adding pressure on players to buckle down and really manage their resources. I'd be interested in hearing your own thoughts on the matter.
Thank you for this amazing fantasy and idea of a dark knight. I would like some insight regarding the abyssal blade action. It says that after using it you could not have any remaining Life dice rolls. So let's say I am level 3 which provides me with 4 Life Dice and I have one Life die remaining. And then i use abyssal blade, what happens? Do I need to expend my last Life die to use the abyssal blade and then after damage is done check for remaining Life Dice? Sorry if this sounds like a stupid question, English is not my mother tongue, I appreciate any and all replies.
Are you still planning on updating the subclass?
Thank you for the feedback! I figured I would gave more by now but you would be surprised. I will be sure to take these into account for the next version, which is in progress I promise.
I definitely feel you on the limited options, I had the same feeling in my own play testing. The problem I run into when trying to make more options is having them not just be reskins of other abilities and trying to not step on the other archetypes toes. I wanted the abilities to feel like more powerful, tide changing abilities that required some planning on the players part. On not just the set up, but when to unleash them as well. Unfortunately, I feel like that is part of what leads to the feeling of being too limited.
Idk, let me know how it plays and I will take that into account. Hopefully have an update in a month or so.
I strongly encourage allowing 3 darkness actions at level 3 and making more ways to use your life pool for damage either by creating more darkness actions (preferred) or by some other means. As it stands, you only have one attack that can use the life pool for damage that isn't conditional (abyssal blade) and its an area of affect. The only other way to use the life pool for damage is for an opportunity attack.
Things I'd like to see:
I'm starting this on a character in a campaign soon and will be able to update as to my likes/dislikes but honestly what bugs me most is life pool usage at lvl3 and only 2 darkness skills. Depending on what skills you pick, you might not even have a use for the lifepool.
I thought it was decently balanced, if not under powered in it's current form honestly. It's a 1:1 sacrifice with extra damage that only gets added to two of the three attacks you would have at level 15, you can still miss with those attacks, and then you are easier to hit for an entire round. I was actually considering making the ratio bigger, with maybe capping it at -5ac per use.
I've never gotten one that high of a level to test it is the problem really. I will specify the damage type in the next revision (necrotic).
if vehemence was a single attack a 1:3 ratio where you choose how much you commit to itd be closer to balanced, maybe 1:2 (dumping 5 ac for 10 extra damage vs 5 ac for 15 extra damage is hard to tell how much of a true difference it makes). with 2 attacks it should probably be a flat amount, i.e. for the next two attacks you take a -5 penalty to ac to deal 10 additional weapon (or necrotic, you should specify what kind of damage it is specifically). admittedly, having 6 high damage attacks in general per long rest is very strong, even if it costs ac
Hey FtN, thank you for that catch. It is suppose to be a -1/+1 situation like you had first, where the amount sacrificed is up to you.
That being said, I did have it set to a 1:3 ration in my original draft (-1AC/+3DMG) since it is a level 15 feature, but some said it was too powerful. Curious as to what ratio you think should be appropriate.
Thanks again
Hey Dragoon_Kite, can you clarify Vehemence for me? Do we sacrifice a set number of the AC and add that to the damage? Like -2 AC for +2 Damage? Do we sacrifice the entirety of our AC to deal a set extra amount, or +AC to damage?
thanks
I'm adding them to my top comment and here. I think they don't show up if you don't have an account unless you add the class and try to build a character with it.
Abyssal Blade
When you hit with a weapon attack, you can choose any amount from your Life Pool and add it to the damage done. Any creature in a 15ft cube, faced on the enemy and extending away from you takes half of the Life Pool damage. Immediately afterward damage is done roll one Life Die if any remain. Subtract the number rolled from your current HP, this damage is not added to your Life Pool. If you do not have any remaining Life Dice when you make this attack you also take half of the Life Pool damage.
Crushing Blow
When you hit with a weapon attack, you can expend one Life Die and reduce the enemy's AC by half of the number rolled (rounded up) by a max of 3. The effect last until the start of your next turn.
Dark Bane
When you hit with a weapon attack, you can expend one Life Die and add the amount rolled to the damage roll.
Infernal Strike
When an enemy triggers an attack of opportunity, on hit roll one Life Die. You can choose to spend any amount from your Life Pool up to the number rolled on the spent Life Die. Add the number to the damage done and reduce the enemy's speed by 5ft per life spent to a minimum of 0.
Minus Strike
When you hit with a melee weapon attack you can replace the damage done with the effects of Minus Strike. You expend one Life Die and make a straight DC 11 roll. The targeted enemy takes full damage on a success, or half on a fail. Damage done is equal to your max hp - current hp.
Sanguine Strike
When you hit with a weapon attack, you can expend one Life Die. You can choose to add the number rolled as Temp HP or to your Life Pool, but it is not subtracted from your current HP. (Temp HP from multiple Sanguine Strikes can stack, but fade immediately at the end of combat. )
Unholy Sacrifice
Roll 2 Life Dice All hostile creatures within a 15ft sphere centered on you take damage equal to twice the total rolled. Choose one ally you can see. They gain Temp HP equal to 5 times the number of creatures killed by your Unholy Sacrifice.
can someone list the darkness abilities in the comments for me. I cannot see them for some reason.
Underneath the Darkness-Actions header. Are they not showing up?
Umm, I really like this idea but where are the darkness actions?
Hey man, thank you for liking them, especially enough to use them!
Please let me know how they go. I try to balance them as well as I can, but nothing beats actual play-test.
Thank you for responding and clearing things up for me! I can't wait to use this class. I plan to make a reoccurring boss for my new group using it, (a sort of play test ).
I'm using your dragoon class as well! Keep up the great work!
Nope. Any of the moves that require a life die roll will add to the life pool unless they specifically say they don't, such as Abyssal Blade.
Yeah, what ever your current max is. So if you get hit by an attack that lowers your max hp, you use that max hp for the damage calculation.
It would be 1d10 + CON +2
I hope that helps clear things up. I'm glad you like the class. It's one of my favorite FF classes.
It's definitely not done yet. Working on some changes for a 1.2, mainly working on balance things.
I'm very interested in this class, although I'm confused on a couple things.
Is the only way you can add to your life pool with Absorb and Sanguine Strike?
On Minus Strike it says: "Damage done is equal to your max hp - current hp." Are you meaning what your current level max HP is?
Stalwart Behemoth, so every level after that one I level up, I roll my d10 for leveling up, then just add 2?
Thank you in advance for answering my questions. I love this class in Final Fantasy, and I'm glad to see it in DnD.
1.0 Changes:
Changed Life Dice description to make actions more streamlined and easier to use.
Small grammatical fixes to feature descriptions.
Darkness Actions for those who can't see them:
Abyssal Blade
When you hit with a weapon attack, you can choose any amount from your Life Pool and add it to the damage done. Any creature in a 15ft cube, faced on the enemy and extending away from you takes half of the Life Pool damage. Immediately afterward damage is done roll one Life Die if any remain. Subtract the number rolled from your current HP, this damage is not added to your Life Pool. If you do not have any remaining Life Dice when you make this attack you also take half of the Life Pool damage.
Crushing Blow
When you hit with a weapon attack, you can expend one Life Die and reduce the enemy's AC by half of the number rolled (rounded up) by a max of 3. The effect last until the start of your next turn.
Dark Bane
When you hit with a weapon attack, you can expend one Life Die and add the amount rolled to the damage roll.
Infernal Strike
When an enemy triggers an attack of opportunity, on hit roll one Life Die. You can choose to spend any amount from your Life Pool up to the number rolled on the spent Life Die. Add the number to the damage done and reduce the enemy's speed by 5ft per life spent to a minimum of 0.
Minus Strike
When you hit with a melee weapon attack you can replace the damage done with the effects of Minus Strike. You expend one Life Die and make a straight DC 11 roll. The targeted enemy takes full damage on a success, or half on a fail. Damage done is equal to your max hp - current hp.
Sanguine Strike
When you hit with a weapon attack, you can expend one Life Die. You can choose to add the number rolled as Temp HP or to your Life Pool, but it is not subtracted from your current HP. (Temp HP from multiple Sanguine Strikes can stack, but fade immediately at the end of combat. )
Unholy Sacrifice
Roll 2 Life Dice All hostile creatures within a 15ft sphere centered on you take damage equal to twice the total rolled. Choose one ally you can see. They gain Temp HP equal to 5 times the number of creatures killed by your Unholy Sacrifice.