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If a target tries to make an attack on the ally you are protecting until the start of your next turn, you will intercept the attack, provided you are in range. Starting at 5th level whenever you choose the attack action, you may make another attack.īeginning at 6th level, as an action, you can choose to protect a target within range of your movement speed. At the end of this page are the Black Knight and White Knight archetypes. As normal, you can't increase an ability score above 20 using this feature.Īt 5th level, you must select a path of the Shadow Knight that you will follow, choosing a Shadow Knight archetype. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. At 15th level, the range increases to 15 ft., deals 1d12 damage, and may be as a bonus action instead of a standard action. At 7th level, the range increases to 10 ft., and it deals 1d10 damage. You may only use this power an amount of times equal to ½ of your Shadow Knight level + your Charisma Modifier per day (minimum 1). If you succeed, you deal 1d6 + your Charisma modifier Necrotic damage and heal as many hit points to yourself. At 11th level, the damage increases from d6 to d10, and has the same effect as Turn Undead on the target if their CR is less than or equal to 1/4 your Shadow Knight level, using your Charisma modifier instead of your Spellcasting modifier.īeginning at 3rd Level, as a standard action, you may make an attack roll against an enemy in melee range using your Charisma Modifier instead of your Strength modifier.
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You can only use this power an amount of times equal to 2 times your Shadow Knight level + your Charisma Modifier per day (minimum 1). Unless that enemy damages you before the start of your next turn, your next attack on that enemy will deal (2 times your Shadow Knight level) d6 additional damage.
Tanky 5e homebrew classes code#
If you break any of the items on your Code of Conduct, you are unable to use any of your abilities as a Shadow Knight until you visit town and are absolved by a priest of your chosen Deity.īeginning at 1st level, at the start of your turn, you may choose to take 1d6 irreducible necrotic damage, and add it to all weapon damage rolls you make until the end of your turn.īeginning at 2nd level, as a standard action, you may issue a challenge to one enemy. If you include all 9, you can use them an additional 3 times per day, and gain +2 to all attack rolls. If you include 7, you can use them an additional 2 times per day. If you include 4 items instead of 2, you can use your limited Shadow Knight powers an additional 1 time per day. Spells and Whatnot Code of Conduct Īt 1st level, you must decide on a code of conduct for you to adhere to, which must include at least 2 of the following items: Never Strike an Unaware Foe, Never Accept Undue Aid in Battle, Always Accept a Foe's Surrender, Always Help Those in Need, Never Resort to Trickery, Always Accept an Issued Challenge, Always Fight Fairly, Always Tell the Truth, Never Use Poison. ( a) a Gaming Set or ( b) a Musical Instrument.( a) Longsword & Shield or ( b) Greatsword.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose 2 from Arcana, Athletics, History, Intimidation, Perception, Persuasion. Tools: One Gaming Set or Musical Instrument Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shadow Knight level after 1st Hit Points at 1st Level: 12 + Constitution modifier Race: As solitary creatures rarely have use for honor, a Shadow Knight will most usually (but not always) come from a race with an integrated social structure, or that is highly urban in nature.Īs a Shadow Knight you gain the following class features. How may I be of assistance?" Requirements You spend your hit points to cast most of your features, tank hits for your allies by choice, however some of your features also work better the more damage you take. Shadow Knights break themselves away from other codes, instead forming their own based on personal beliefs, and holding themselves to a standard far higher than most of their fellow knights.Īs a Shadow Knight, hit points are something you both need a lot of, and little of, at the same time. Despite how one might assume that they are all evil, this is far from the truth They make their own code to follow, instead of listening to someone else's.
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When a knight has fallen from grace, a paladin has been forced from their order, or even a warrior wishes to use the forces of darkness for good or for evil, they might become a Shadow Knight. This class is basically designed to succeed it. You COULD Play the old one if you want to, but lets be honest, Dark Knight sucks. NOTE: This is a rework of the previous Dark Knight class.
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