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View Full Version : D&D 5e/Next The Black Knight - a non-evil fallen Paladin (PEACH)



TheTeaMustFlow
2016-02-18, 12:06 PM
http://vignette2.wikia.nocookie.net/villains/images/0/03/Monty-python-black-knight.jpg/revision/latest?cb=20151221090313
Not like that.

The Oath of a Paladin is a demanding thing, and one which many fail to live up to. Some such Oathbreakers fall into true depravity, becoming a dark and twisted reflection of what they once were. The fall of others, however, is much more modest, and more often not for any grand sin, but a violation of their specific Oaths. The Paladin of Devotion that dishonours himself for victory, the servant of the Crown who places love before duty, and even the knight of Vengeance who shows mercy to her sworn enemy - such are Black Knights, found wanting but not guilty.

A Paladin who has violated the terms of their oath, but not in such a vile manner as to take the Oathbreaker archetype, may instead become a Black Knight. Furthermore, a Paladin who refuses to swear any oath may take this archetype.

Combat Superiority
As you lack the divine connection of a true Paladin, you have neither Oath Spells nor Channel Divinity options (though you retain enough mystical ability to use your Divine Smite, Spellcasting, and other general Paladin abilities), nor do you have any Tenets of Devotion. However, this gives you the opportunity to focus on more martial pursuits. At 3rd level, you learn manoeuvres that are fueled by special dice called superiority dice.

Manoeuvres. You learn two manoeuvres of your choice, which are chosen from the list of manoeuvres available to fighters with the Battle Master archetype. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack.

You learn one additional manoeuvre of your choice at 7th, 10th, 15th, and 20th levels. Each time you learn a new manoeuvre, you can also replace one manoeuvre you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre’s effects. The saving throw DC is calculated as follows:

Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)


The Armed Man is to be Feared

Black Knights have an ill repute, and you have learned to turn that to your advantage. At 7th level, you gain proficiency in the Intimidation skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Deception, Insight, Persuasion, or Survival. Your proficiency bonus is doubled for any ability check you make that uses Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature.


Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.


Improved Combat Superiority

At 15th level, your superiority dice turn into d10s. At 20th level, they turn into d12s.


Better is Peace

By 20th level, a Black Knight has long since tired of war, and can compel others to lay down arms. As an action, you can emanate a pacifying aura, sheathing or dropping any weapon you are carrying as you do so. All intelligent creatures within the aura instantly become aware that any hostile action will be met with dire consequences. For 1 hour, any intelligent creature within 60 feet of you that deliberately harms another intelligent creature, or encourages or compels another to do so, must make a Wisdom saving throw. On a failed save, the transgressor takes 10d10 damage (which is untyped and cannot be resisted in any way) and is stunned for 1 round. On a success, they take half damage and are not stunned. The transgressor is then no longer subject to the effect of the aura, and may attack others (and be attacked by others) without consequence.

You may prematurely lower the aura by clearly signalling your intent to resume hostilities. This takes an entire round, during which you may take no other actions whatsoever. If you break the truce of the aura yourself in any other manner, then you take 100 damage, are stunned for a round, and the effect ends.

After you have used this ability, you cannot use it again until after a long rest.

sengmeng
2016-02-18, 12:38 PM
I came to see if there was an ability that prevented opponents from passing through your threatened areas. I was disappointed.

On a positive note, I love your username so, so much.

Xalyz
2016-02-18, 02:31 PM
After seeing the picture that you used I half expected one of his abilities to be labeled Tis Only a Flesh Wound

Also I thought that the fluff made a lot of sense.

PoeticDwarf
2016-02-18, 02:41 PM
Fluff sounds cool. Balance is fair enough but I don't see the theme coming back

Ralanr
2016-02-18, 11:41 PM
A paladin with martial maneuvers? Hell yes.