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Dark Blade


Hit Points

Hit Dice: d8 per Dark Blade level
Hit Points at first Level: 8+con mod
Hit Points at Higher Levels: d8+con mod

Proficiences

Armor: light armor, medium armor, heavy armor
Weapons: Simple weapons, Martial Weapons
Tools: Thieves tools
Saving Throws: Wisdom and players choice between Str and Dex
Skills: pick 4 from - survival, persuasion, deception, nature, investigation, arcana, perception, insight, athletics, acrobatics

Overview & Creation

this class uses negative energy and hard CC to burn through whatever obstacle that may get in its way, whether its a monster, npc, or even other player character   your in a tavern, and you see a fight start. you are sitting there watching the fight and it looks like someone will die, and then the tavern keeper says,"take it outside or your both going to get hurt" as he says this the mug that hes polishing is enveloped in a dark black flame that seems to absorb nearby light. the tavern keeper throws it at the two fighting and they are enveloped in a magical black flame, but you can tell that the fire doesnt physically hurt them, it eats away at their mind and soul drawing out some of their worst fears.   "Theres a darkness in everyone, the only difference is who chooses to embrace it" - some movie i cant be bothered to remember


Class Features

Level Abilities/Features
1 Negative Damage, Negative Weapons, Negative Shroud
2 Negative Energy Smite
3 Negative Energy Counters, subclass, subclass feature
4 ability score increase
5 Multi Attack
6 Arcane Adaptability
7 Subclass Feature
8 ability score increase
9 Doom Aura
10 Shape Shadows
11 Negative Mindset
12 ability score increase
13 Subclass Feature
14 Doom Aura Upgrade
15 Negative Energy Explosion
16 ability score increase
17 Negative Appearance
18 Shattering Moonlight
19 Banish
20 ability score increase, Into the Void

Negative Damage -

starting at level 1, a damage type that rather than hurting the creature, it tears away at there soul, creatures have a separate health gauge for their negative health which is full health, once the creature hits 0 negative hitpoints it dies without death saves. negative damage ignores all resistances, immunities, and weaknesses (but only dark blades can deal negative damage)

Negative Weapons -

starting at level 1, when you make an attack with a bludgeoning, piercing, or slashing weapon. you can chose to make it deal all negative damage rather than normal damage.  

Negative Energy Shroud -

Starting at level 1, when you would take damage, you can chose to make that attack deal negative energy damage instead. you can use this a number of times per long rest equal to your wis mod  

Negative Energy Smite -

starting at level 2, when you make an attack with a weapon you can chose to expend a 1st level spell slot and add an extra 2d6 of negative energy to it, this damage increases by 1d10 for every level past 1st  

Negative Energy Counters -

starting at 3rd level, when a creature including yourself takes negative damage, they gain 1 negative energy counter. you can remove negative energy counters from anywhere on the field in set amounts to cause different things to happen determined by your subclass.

Multi-Attack -

starting at level 5, when you take the attack action, you can attack once again (this second attack does not count as an attack action)

Arcane Adaptability -

starting at level 6, when you get this ability you can learn any 2 spells (regardless of what class they're from) of 2nd level or lower. you can cast each one of those spells without expending a spell slot once per short or long rest.

Doom Aura -

starting at level 9, you get a 10ft radius aura that gives all creatures in it (besides yourself) disadvantage on saves against being charmed or frightened. at level 14 this ability upgrades and gains 2 benefits, firstly at level 14 you can now choose the creatures effected your aura, and all creatures effected by your aura take 1 negative damage per round

Shape Shadows -

starting at level 10, you can control every aspect of shadows, from their appearance to location. you can also chose to strike from the shadow of a humanoid creature, if you can see the attack target and are within 60ft of said target

Negative Mindset -

starting at level 11, you gain resistance to psychic damage, you also gain immunity to the charmed and feared conditions

Negative Energy Explosion -

starting at level 15, you can point at one creature (bonus action). this removes all of their negative energy counters, they take magical bludgeoning damage equal to the number of counters removed, this also flings them 3ft into the air for every counter removed this way.

Negative Appearance -

starting at level 17, you can chose to turn this ability on or off as a free action, you become cloaked in negative energy, while cloaked this way you have advantage on stealth checks (if it is dark or heavily obscured you can chose to take a 17 for stealth). even if people see you, they cannot distinguish your race or any of your features other than size. while in negative appearance you cannot take the attack action, your doom auras range is also doubled while in negative appearance.

Shattering Moonlight -

starting at level 18, you raise a hand into the air and out comes black bolts of negative energy that swarm together into the sky and form a black ball, as an action you can command this ball to burst and target a location, when you tell it to burst aiming at a targeted location the orb explodes and seemingly hundreds of black arrows begin flying at the target area. all creatures in target area need a dex save against your spell save, if they fail they take 7d12 negative energy damage. this abilities range is 90ft, and the circle of arrows it creates is a 15ft radius. once youve used this ability you cant use it again until youve finished a long rest.  

Banish -

starting at level 19, once per long rest you can force a creature within 60ft to make a wis save against your spell save, if they fail they are pulled into a plane of negative energy for 1 minute or until they break out with a successful wis check. creatures in the negative plane dont lose negative energy counters over time, also they take 3d10 negative damage at the start of each of their turns.

Into the Void -

starting at level 20, you get a demi plane of empty space that you can send people to if they fail a dex save until they succeed a str or wis save. you can also enter this demi plane. this demiplane doesnt have oxygen unless you want it to. while in the demi plane all creatures have their movement as flight if you choose so, you can also decide to put landmasses into this demiplane (provided you have the resources). entering is an action and leaving is a bonus action.


Starting Equipment

a) Martial weapon of choice b) two simple weapons of choice   a) Martial weapon of choice b) two simple weapons of choice   a) explorers pack b) dungeoneers pack c) burglars pack   a) chain mail b) studded leather   shield -   a spellcasting focus of choice


Spellcasting

can cast spells from he warlock and paladin spell lists, wis is spellcasting mod, you can have a number of spells prepared equal to Dark Blade level+prof+wis mod. your spell save DC is 8+prof+wis mod

Level Cantrips 1st slots 2nd slots 3rd slots 4th slots 5th slots
1 4
2 4 1
3 4 2
4 4 2 1
5 5 3 2
6 5 3 2 1
7 5 3 1 1
8 5 4 2 1 1
9 5 4 2 2 1 1
10 6 4 2 2 2 1
11 6 4 2 2 2 1
12 6 4 3 2 3 2
13 6 4 3 3 3 2
14 6 4 3 3 3 2
15 7 4 4 4 4 3
16 7 5 4 4 4 3
17 7 5 4 4 4 3
18 7 6 5 5 5 4
19 7 6 5 5 5 4
20 8 7 6 6 5 5

 


Subclass Options

Enhancer -

this subclass is the buff subclass, i mean come on look at the name please.

Enhance -

starting at level 3, you can remove a number of negative energy counters from the field to apply the following effects based on the number of counters removed (you cant activate multiple at once) (this ability is a bonus action)  
  • Remove 1 counter, target one creature, they get a +1 to hit until the end of your next turn
  • Remove 3 counters, target a number of creatures up to your proficiency mod, they gain advantage on the next attack they make
  • Remove 5 counters, give a number of creatures equal to your prof a d6 inspiration die
  • Remove 7 counters, as a reaction to apply the haste spell to someone for one round
  • Remove 10 counters, the target creature has advantage on all saves for 2 rounds
  • Aura Of Valor -

    starting at level 7, you gain an aura that can give resistance to any one damage type when activated the aura lasts until you dismiss it as a bonus action, everytime you reactivate the aura you can select a different damage type to be resistant to while inside the aura. the aura has a 10ft reach. you can only have one aura of valor active at a time.

    Negativities Purity -

    starting at level 13, you gain a pool of healing equal to 10 times your prof bonus, you can use this healing to restore hitpoints, it takes an action to heal someone this way, and has a range of 60ft. the pool resets on a rest

    Corruptor -

    hard CC your enemies with this versatile subclass

    Corrupt -

    starting at level 3, you can remove a number of negative energy counters from the field to apply the following effects based on the number of counters removed (you cant activate multiple at once) (this ability is a bonus action)  
  • remove 1 counter, a creature of your choice has disadvantage on their next attack roll
  • remove 3 counters, a creature of your choice makes a dex save against your spell save or restrained for 1 min, they can try to get out by passing a str or dex check against your spell save
  • remove 5 counters, a creature of your choice makes wis save, if they fail they are blinded or deafened or both for 3 rounds
  • remove 7 counters, a creature of your choice makes a wis save, on a fail the creature thinks its nearest ally is an enemy of high priority (if they are immune to charmed, they are immune to this)
  • remove 10 counters, all creatures of your choice within a 30ft radius make a wis save, if they fail they are frightened for 1 min, and must spend all of their movement running from you
  • The Toll of Battle -

    starting at level 7, when a creature rolls a dice you can give them disadvantage on the roll, if you use this ability then your next attack roll against that creature has disadvantage. (this is a reaction)

    Experienced Corruption -

    starting at level 13, you can use your Corrupt Class feature as a reaction. you also get a second reaction every round.

    Shadow -

    a subclass that is primarily movement oriented

    Shadow walk -

    starting at level 3, you can remove a number of negative energy counters from the field to apply the following effects based on the number of counters removed (you cant activate multiple at once) (this ability is a bonus action)  
  • remove 1 counter, you can take the hide, dash, or disengage action as a bonus action this round (and have advantage on the hide action)
  • remove 3 counters, you can teleport half your movement in any direction to any place you can see (this does not provoke op attacks)
  • remove 5 counters, you can swap locations with any creature within 60ft
  • remove 7 counters, you can teleport double your movement in any direction to a place you can see
  • remove 10 counters, you and other creatures up to your prof enter the ethereal plane for 1 min.
  • Shadow Step -

    starting at level 7, you can instantly travel to any point so long as they are connected via darkness or shadows (must be out of combat to use this feature)

    Shadow of Restraint -

    starting at level 13, if the target creature is standing in a shadow that is not its own, you can chose to consider it rough terrain for the target creature (this can target an infinite amount of creatures)

    Catastrophe -

    this subclass as the name suggested once online causes the battle to spiral out of control

    Destroy -

    starting at level 3, creatures gain different debuffs based on the amount of negative energy counters they have on them, these effects also apply to the user. (creatures deteriorate counters gradually over time, 1 per round at the start of the creatures turn. all counters also reset on long rest)  
  • 3 counters, creature has a cumulative -1 to all rolls (cumulates in multiples of 3 (another -1 at 6, another -1 at 9, and so on))
  • 5 counters, at the end of each of the creatures turns it needs a dex save against your spell save or fall prone
  • 7 counters, the affected creature loses its ability to take reactions
  • 10 counters, affected creature loses the ability to tell friend from foe and vice versa
  • 15 counters, the creature gets a negative aura that it has no control over, this aura has a 15ft radius and deals one negative energy damage to all in it except the one afflicted every round at the start of the creatures turn
  • -20 counters, the afflicted creature has disadvantage on death saves

    Cause and Effect -

    starting at level 7, when a creature with at least one negative counter is reduced to 0 hitpoints, the counters get evenly distributed among everyone in the initiative. if they cant be distributed evenly then it needs to be as close to even as possible. at level 14, this ability gets upgraded so that the counters are no longer distributed among your allies.


    Created by

    Spectre0458.

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