Fighter
Base Class: Fighter

Malice and Strength

A figure armoured in black steel charges from hiding, his two-handed sword cleaving through the first watchman without even halting his stride. With a mighty warcry, the rest of the nobleman’s guard are driven away in panic before the notorious highwayman, leaving their liege to cower before the assailant, his valuables and life forfeit.

Commanding a host of warriors, a black-hearted warlord sweeps across the countryside, his men raiding and pillaging all they come across. Lords of the land rally their men and ride out to meet the rampaging host, only to find out that the dark tyrant behind this incursion is a far more deadly an adversary than they could have expected.

Blackguards are a force to be reckoned with. Self-made men and women, they are the result of a life of constant struggle and hardship. While many would fall facing the trials they have, these few have not only survived, they have ascended. Forged in battle and tempered in blood, Blackguards employ treachery, subterfuge and raw strength to achieve their goals. Unrepentant and unstoppable, they can never truly be tamed or leashed and uphold their right to do as they please at the highest regard. While many are Lawful and find work as mercenaries, though some are simple highwaymen or hedge knights, taking what they will and answering to no-one. 

A life of strife

Wielding wicked weapons and clad in steel, Blackguards are notorious sellswords and brutal thugs that employ underhanded tricks and fear to achieve their goals. No matter their origins, most Blackguards are vicious warriors with a taste for blood and cruelty, tempering their swordsmanship with brute force and fear. While they often find work as mercenaries and soldiers, many become adventurers to sate their desire for gold, violence and more. Should a Blackguard survive long enough and escape the long hand of the law, they will inevitably become figures of legend and song, their misdeeds earning them a place in the minds of the common folk.

 

Shadowcraft

You gain Proficiency in Stealth and Deception and may select to become Proficient with one of the following: Poisoner's Kit, Trapmaker's Kit or Thieves' Tools.

Additionally, if you spend at least 10 minutes preparing an ambush, you suffer no Disadvantage to Stealth for wearing Heavy Armour until you leave the immediate area, attack or move at your full speed.

Villainy

At 7th level, choose a particular infamous Title from the list, symbolizing a specific type of act you’ve commited that people know and fear you for. You gain all the benefits associated with that Title. It’s recommended that you somehow fit this Title into your campaign and work with your DM and other players to introduce it in-game or as a part of your backstory that is revealed.

You gain an additional Titles at 13th and 18th levels.

Bane of King's Road

You made your fame as  highwayman, leaving in your wake a host of robbed carriages, a number of dead nobles, and a score of bastards from said nobles' wives and daughters. Your old haunts are still places that people avoid, for the fear that the Bane of King's Road still lurks therein. You gain Proficiency in Vehicles (Land) and always know the value of non-magical jewelry, coinage and other common valuables.

Black-Hearted Rogue

Scheming and devious, you have fostered a reputation as a particularly treacherous individual. You're difficult to read and more often than not, you always have a plan. Sometimes those plans don't even include ultraviolence. When you choose this feature, you become immune to all effects and spells that would read your mind, and are always instinctively aware if someone is using magic to observe you from afar, such as using the Scry spell, even if you fail your save against the effect.

Additionally, you always know where the exits are, if plausible (for example, you'd know about the trap door leading to the sewers in the cellar of the tavern, but not about the secret door in an ancient tomb you've never visited).

 

Colossus of the Pit

Thrown into the Pit to drudge until death as a slave miner, you were never to see daylight again.. but you didn’t just survive, you didn't just overcome. You broke those who sought to break you. You gain Advantage on all Strength checks to break objects or to escape restraints. In addition, your unarmed attacks are considered Simple Weapons that deal d4 damage.

Dread Tyrant

Requires 18th level

In a world of wizards wielding cataclysmic powers, acid-breathing dragons and ancient evils that can threaten the whole cosmos, you are still among the most feared. You gain access to a keep of your own, as well as the surrounding lands to rule as you see fit. In addition, you may decide to automatically succeed in a Saving Throw after you've rolled, but before the result is declared. Once you've used this feature, it can't be used again until you've taken a short rest.

Iron Fiend

Requires 13th level

First thing that people mention when describing you, is your armour. Like yourself, it was tempered in blood and pain and over the years has become a distinct trademark, an extension of your ill reputation. Choose a suit of armour. When wearing that particular suit, you gain Resistance to nonmagical Bludgeoning, Slashing and Piercing damage. You also gain Proficiency in Blacksmithing. You may not change the suit of armour once chosen, but if it's ever completely destroyed beyond repair (such as being Disintegrated or submerged in magma) you may choose another Villainy Title. You may modify the suit, however, such as dismantling and adding parts from a magical suit of armour to transfer the enchantment to your own.

Jerovian Juggernaut

When your companions had fled, you stayed behind to fight like the mad dog you are. Outnumbered twenty to one, you survived, and your foes did not. When you and your group are outnumbered, you always heal for the maximum amount when using Second Wind. Additionally, you gain an extra use of Second Wind.

Kingslayer

Requires 13th level

You killed a king, once. Reasons, places or time aren't important, however, just the fact that you've done so. In societies where the ruling class are untouchable, a man who has killed the king is beyond control, beyond reason. By spending at least eight hours proclaiming a target as your quarry, you gain a special benefit. For the first time you attack that target, you automatically score a Critical Hit. This effect can only activate once per target, and the quarry cannot be changed until the current quarry is dead.

Murderer of Fates

 You’ve ended many lives that had a bright and noble future before them. Heroes, knights and champions, all have fallen before you, trampled beneath your feet. When you hit an enemy with more Hit Die or Class Levels than you, you may roll an additional 2d6 damage. You may only use this feature once per short rest.

Nemesis

Requires 18th level

If any man's goal is to be the public enemy number one, you've certainly achieved that. Those who do not tremble with fear upon hearing your name hunt you until they inevitably fall on your blade. The trail of bodies behind you is insurmountable.. and you are not going to stop any time soon. As a Bonus Action, you may move up to half your speed without provoking attacks of opportunity. At the end of this move, you may make a single attack against any target in reach.

Phantasmal Butcher

A special guerrilla unit, a freedom fighter or a leader of a band of particularly wicked outlaws: whatever your past was, you were an expert at striking fast, and striking decisively before bleeding back into the night. Your misdeeds are still a subject of much fright among those who had the misfortune of witnessing them, and your skills haven't rusted a bit.  You see in dim light within 60 feet of you as it were bright light, and in total darkness as if it were dim light. If you already have Darkvision, double its effective range.

 

Ravager of Faith

You hold a particularly honed loathing for priests, believers and deities. You've pillaged temples, murdered clergy and desecrated sacred places far and wide. You are immune to fear and charm effects caused by Fiends or Celestials. In addition, once per short rest, you may gain Advantage on any Saving Throw made against a spell with a Divine source.

Scion of Cinders

Some say it was a spilled ale, others that a drunken insult. Whatever the kindling was, only you know now: all that remains of that particular frontier town and its people are cinders. Cinders and ash. You gain Resistance against Fire damage. Additionally, whenever you deal Fire damage with a mundane effect (such as with a torch, a flask of alchemist's fire or a building you set on fire), you deal maximum damage.

Scourge of Shaneera

Known for the bloody naval sack of port city Shaneera, you are recognized as a fearsome and skilled pirate. You gain Proficiency in Vehicles (Water) and can always tell the value of any unique or strange treasure.

Sibylline Scourge

You have faced many wizards, enchanters, mages and more during your travels, and have become quite proficient in extracting secret knowledge from their broken bodies and using the tricks you have violently learned from them to your advantage. You gain Proficiency in either Arcana or Religion. Then choose one 3rd level, one 2nd level and one 1st level spell from the following list. You may cast each of them once per Long Rest using your Charisma as your spellcasting ability.

1st level

Cause Fear, False Life, Jump, Witch Bolt, Ray of Sickness, Hellish Rebuke, Bane

2nd level

Invisibility, Enhance Ability, Gentle Repose, Cloud of Daggers, Spider Climb

3rd level

Spirit Shroud, Speak With Dead, Bestow Curse, Fear,  Enemies Abound

 
 
 

Steel-Clad Devil

our distinguishable visage is feared far and wide. Parents scare their children straight with descriptions of your malice and cruelty. You become Proficient in Intimidation and can always add your Strength modifier to Intimidation checks. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, as people are too afraid to report you to the authorities.

 

When you reach 13th level, when you would roll Intimidation, you can instead choose to have rolled a number equal to your Armor Class. You can use this feature a number of times equal to your Charisma modifier per Long Rest.

 

Thrice-hanged

They’ve caught you, judged you, and executed you. Too bad it didn’t stick. You’ve been allegedly executed numerous times, but always have survived somehow. You can add your Proficiency bonus to Death Saving Throws. In addition, once per Long Rest, you may have any attack or effect that would outright kill you to reduce you to 0 hp instead.

Warbringer

Requires 13th level

Clash of steel on steel, the thundering beat of hooves, the bellowing of horns, the roar of cannon - these are the sounds you know well. In war you were born and in war you live: most people shun one such as you, lingering smell of blood and decay sticking to you like a carrion to a corpse. You gain Advantage on all ability checks relating to warfare and mass battles. In addition, you may use your Reaction to have a willing creature move up to their speed and perform a single attack against a target in range. Once you use this feature, it can't be used again until you take a short rest. 

Cruelty

At 9th level, whenever you reduce an enemy to 0 hit points or score a critical hit, you may choose one of the following effects: regain hit points up to your Fighter level, immediately move up to 10 feet towards a hostile target you can see without spending your movement, or give a hostile target you can see Disadvantage on its next attack.

 
 

Contempt

At 15h level, the Blackguard’s will is his own, and the trials he has faced have hardened him to outside influence. As a Reaction, once per short rest, the Blackguard may grant himself Advantage to resist all mind-affecting or movement-impairing  mundane or magical effects until the end of his next turn. This includes things such as contested skill rolls when being grappled, saves against spells like Suggestion or Charm Person, or supernatural abilities of certain monsters.

 

Additionally, if the Blackguard dies and is animated as an undead creature by an effect or spell that would put them under another creature's control, they remain independent instead. The character is still considered dead and an NPC as normal.

 

Brutalize

At 18th level, the violence and cruelty of a Blackguard is truly legendary. When you reduce an enemy to 0 hit points or score a critical hit, you may immediately move up to your speed an make an additional melee attack against a different enemy. This special attack is always a critical hit. Once used, this feature cannot be used again until you have taken a short rest.

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