Sunday, July 17, 2016

Fighter Archetype: Black Knight

For a while now I've been fascinated by the implication of a warrior capable of walking the societal line between civilization and the monstrous world (without being one herself). This idea was introduced to me a long time ago, but it only fairly recently came back up when I was reading the old Rules Cyclopedia last year to engage in a bit of tabletop archaeology.

To wit, there is a path a fighter can take at 9th level called the avenger, which is the first use of it that I am aware of in D&D. It is a cleric-spell-wielding warrior that is the inferred diametric opposite to the paladin, one of two other level 9 fighter paths, and one of its most remarkable features is the ability to demand sanctuary from Chaotic monsters.

I've talked about this before, and how it makes my imagination go a little wild with the idea of an inferred monstrous society that exists outside of what humans, elves, and dwarves would recognize as civilized. Not only that it exists, but that there is a secret code among monsters that they must give this dark warrior succor at their request, lest they violate some primal agreement to which they are bound and risk a curse or visitation from angry demigods.

Well, as I lay awake late last night, I began dreaming up what this would look like in 5th edition. This probably wouldn't work in most campaign settings, but for the right ones, it could be really fun. I decided not to go with "avenger" this time around, since a class of the same name and decidedly different intent still exists in recent memory (I refer, of course, to 4th edition's divine striker class, which was pretty badass in its own right).

It's a variant/riff of Eldritch Knight, using warlock spells instead of wizard spells, and carrying a few extra abilities on top of that. I might have some pain points in my spell progression, and if it bears any similarities to other unofficial attempts at something similar, it is unintended (and I would appreciate it being mentioned so I can correct my error).

As with all of my blog works, this is a first draft, so feedback is welcome.

Black Knight


The Black Knight walks a line between the civilized world and the world of monsters. In a world where the cities of humanity and their allies are but points of light in a land of darkness, there exist warriors who walk in the shadow between the two societies. In that gloom, they battle the most dangerous of monsters, forging temporary alliances with those who are less inclined to wipe out civilization, and keeping skirmishes from exploding into all-out war that their societies cannot endure.

Due to their association with monsters, black knights are feared by most people in settled lands. They are given many names -- blackguards, shadow knights, and witchmen are but a few common terms used by commonfolk -- but few dare cross them, for black knights are fearsome opponents. While their goals are typically keeping monsters at bay, sometimes black knights fall to corruption and use their knowledge of civilized lands to lead armies of monsters against free towns and lesser kingdoms.

Fell Powers


Beginning when you choose this archetype at 3rd level, you may learn and cast a small number of warlock spells.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spells Slots. The Black Knight spellcasting table shows how many spell slots you have, as well as what level those slots are; all of your slots are the same level. To cast a warlock spell, you must expend an associated spell slot, and must have a slot level equal to the level of the spell you wish to cast. You regain all expended spell slots when you finish a short or long rest.

Spells Known. At 3rd level, you know two 1st level spells from the warlock spell list. The Spells Known column of the Black Knight spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown on the table's Slot Level colum for your level.

Additionally, when you gain a fighter level after selecting this archetype, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for warlock spells, as they are dark reflections of your force of will and association with monstrous entities. Use Charisma whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Invocations


You known a small number of eldritch invocations from the warlock invocation list. You can learn any invocation whose prerequisites you meet, but increase the level requirement by two for any invocations that have a level requirement. For example, the Ascendant Step invocation normally has a requirement of 9th level; you must be 11th level in order to take this invocation. Whenever you gain a level in fighter after you have selected this archetype, you may choose to replace any one invocation that you know and replace it with another invocation that you could learn at that level.

Black Knight Spellcasting



Fighter Level
Cantrips Known
Spells Known
Slot Level
Invocations Known
3rd
2
2
1st
0
4th
2
3
1st
1
5th
2
3
1st
1
6th
2
3
1st
1
7th
2
4
1st
1
8th
2
5
2nd
2
9th
2
5
2nd
2
10th
3
6
2nd
2
11th
3
7
2nd
2
12th
3
7
2nd
3
13th
3
8
3rd
3
14th
3
9
3rd
3
15th
3
9
3rd
3
16th
3
10
3rd
4
17th
3
10
3rd
4
18th
3
10
4th
4
19th
3
11
4th
4
20th
3
12
4th
5

Pact Boon


When you choose this archetype, you also select a monstrous or otherwordly patron that is the source of your dark powers. You gain one of the following features of your choice.

Pact of the Aegis

You learn a ritual that binds a suit of armor to you. You perform this ritual over the course of an hour, which can be done during a short rest. The armor must be within your reach for the duration of the ritual, during which time you anoint it with sacred oils and etch it with mystical runes. Once this ritual is complete, you may summon the armor onto your body through the use of a bonus action.

You may also include one shield, one helmet, one pair of boots, and one pair of gauntlets with the suit of armor, at your option.

Pact of Arms

You can use your action to create a pact weapon in your empty hand. You choose the form the weapon takes at the time it is created. You are proficient with the weapon while you wield it, and the weapon counts as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.

The weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon, anointing it with sacred oils and etching it with mystical runes. You perform this ritual over the course of an hour, which can be done during a short rest. You can then dismiss the weapon, shunting it to a shadowy dimension until you call it to your hand using this ability. You cannot affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you perform a ritual to break your bond to it. The weapon appears at your feet if it is in the shadowy dimension when the bond breaks.

Pact of the Brand

You gain the service of a monstrous creature that acts as your protector, messenger, and sycophant. Choose a monster that has a challenge rating of 1 or lower that belongs to one of the following types: fey, fiend, humanoid, monstrosity, or undead. Add your proficiency bonus to the monster's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your fighter level, whichever is higher.

The monster obeys your commands to the letter, branded with your personal mark to never fall out of line. This brand is a visible mark created by dark magic somewhere on its body. It will never attempt to deceive or disobey you regardless of compulsion from other entities; it is immune to effects that would charm it, since it is considered permanently charmed by you. It takes its turn on your initiative, though it does not act unless you command it to. On your turn, you can verbally command the monster where to move (no action required). You may use a bonus action on your turn to command it to take the Attack, Dash, Disengage, Dodge, or Help action.

If the monster dies, you may use the power of the brand to restore it to life (or unlife, if the creature is undead) during a long rest. In this way, the creature is forever bound to your service until you yourself are slain.

The monster can be sent to perform actions on your behalf away from you, such as guarding mounts and campsites, carrying messages to far-off individuals, or maintaining a stronghold.

Black Knight's Demand


A Black Knight does not request, they command. Upon reaching 7th level, you are considered proficient and double your proficiency bonus when using the Charisma (Intimidation) skill. Furthermore, you may use a bonus action to command one creature to flee from your sight. The creature makes a saving throw against your spellcasting ability or is frightened for one minute. You cannot use this function of the ability again until you complete a short or long rest.

When approaching a lair of monsters, you may demand parley and sanctuary. For as long as you refrain from engaging in combat or stealing from your benefactors, the monsters are beholden not to attack you for 24 hours. As soon as this time expires, or you leave the monsters' territory, the sanctuary provided by this ancient agreement is void and you are subject to the monsters' natural appetites.

The monsters you affect with this demand must be intelligent and capable of speech, and neither you nor your comrades must engage in any hostile behavior as outlined above or the sanctuary is broken. Repeated uses of this ability to sneak into monstrous lairs in order to get close to (and assassinate) their leaders may cause additional attempts to fail as word spreads of the Black Knight's iniquity.

Malefic Strikes


When you reach 10th level, you add your Charisma modifier to the damage of successful weapon attacks.

Malefic Countenance


At 15th level, whenever you cast a warlock spell from your list of known cantrips or spells, you are enveloped in an aura of terror. Creatures that attempt to strike you with melee attacks are at disadvantage until the end of your next turn.

Exarch of Entropy


Starting at 18th level, the Black Knight becomes a maelstrom of destruction in battle. When you take the Attack action or cast a spell, enemies within 20 feet of you immediately suffer damage equal to your Charisma modifier. Half of this damage is necrotic, and half is psychic (round fractions in favor of necrotic).

Tuesday, July 12, 2016

Five Doomed Souls

Tonight my live gaming group created characters for Ravenloft. It's my first time venturing into third party resources for the purposes of character creation, and the end result looks intriguing.

The group consists of five players. Three of them played in the previous Ravenloft campaign I ran, but only one has opted to play a returning role. This character is a halfling rogue, using the Assassin archetype, and is one of two completely core-rules characters. Next up we have a sorcerer with the Draconic bloodline, fairly standard as rules go, but new to the group and possessed of a fun backstory that will work really well with the goings-on in Barovia.

For the other three players, we delve elsewhere.

I've been fascinated by the stuff being put out via the DM's Guild. I admit, I had some serious concerns with the quality of products that would get churned out en masse by every Tanis, Drizzt, and Elminster (I mean, they let just any old marsupial create and blog about crap these days, right?), but the cream really does seem to rise to the top.

As it pertains to Ravenloft, there are two great products I found, the Ravenloft Archetypes: Nightmares of Barovia and Ravenloft Archetypes II: Core Domains Adventurer's Guide. The former is a fairly light document and contains the Oath of Blood for paladins, which one of the players picked. In short, you play as someone fighting the curse of vampirism, though it does have some pretty damn powerful elements for consideration (you are SUPER durable once you hit 3rd level). I might have to do some house ruling if it gets to be too much, but this guy is the front-liner of the group and there's no healing-capable character in the party.

The latter book, though, was really impressive. It's a bonafide Ravenloft version of the Sword Coast Adventurer's Guide, exactly what its creator set out to make it. Within there is a new class, the metaphysicist, which another of the players picked because of the character concept she had in mind. It makes some interesting blends of arcane and psychic powers. It's one part Van Helsing, one part Faust, and one part Miss Cleo. It's actually kind of fascinating conceptually, but I have no idea how it will play out mechanically yet in comparison to the two core classes in the group.

Finally, there exists a pugilist put out by Sterling Vermin that the final player was very interested in playing. It's a riff off of monk, and has gone through a number of iterations. The final product is pretty solid, though there are a few things that have been points of contention among my friends in the blogosphere. There's an archetype (fight clubs, in pugilist vernacular) in their second product that smacks of Robert Downey Jr.'s Sherlock Holmes, being focused around investigation and then punching things when they get out of hand.

There's a lot that can go wrong here, mind you, given that I have allowed the tabletop equivalent of a pot luck to happen. But all of the assembled players are veteran gamers, and I'm confident there will be responsible play.

I did have the opportunity to do the initial Tarokka reading to determine some aspects of the campaign as well, and Strahd ends up making his stand in the perfect and most fitting place.

My excitement grows.

Monday, July 4, 2016

Council of Wyrms, v2.3

Happy Independence Day! Nothing fancy today, just wanted to get this out of the way.

I've made a couple updates to the document and uploaded a new version here.

The complete change list:
  1. Corrected references to what saving throw is relevant to a given breed's breath weapon (green and white are Constitution saves, most others are Dexterity, etc.).
  2. Corrected the Wild Gods Warlord's armor class and spell list, since barkskin was pretty worthless for it.