Black Knight (3.5e Class)
The Black Knight is the pillar behind which the legions of evil may rally. Great leaders and greater warriors, they are adept at wielding the forces of darkness against do-gooders everywhere, and often also against other rival or would-be dark lords.. Some Black Knights are fallen paladins, turned to darkness for the promise of power unattainable by orthodox means; some are simply men filled with an unrighteous fervor to conquer the world.
Abilities: The class's primary abilities are Strength, Constitution, and Charisma. Strength is important for determining attack and damage rolls, as most often Black Knights are melee warriors; Constitution is important for increasing the Black Knight’s hit points, making them harder to kill; and Charisma is important because it determines many of the DCs for the Black Knight’s abilities. Wisdom is also a good choice to increase the Black Knight’s willpower and for a couple of abilities’ saves.
Races: Any race.
Alignment: Any Evil.
Starting Gold: 6d4× 10 gp (150 gp)
Starting Item(s): The Black knight starts with any medium or heavy (non-full plate) armor, any two simple or martial weapons, a shield, and a starting kit of their choice, as well as the unholy symbol of their patron god (if they have one).
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Dark Strike 1/day, Life on the Battlefield, Aura of Evil | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +2 | +0 | +2 | Great General | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Move Unhindered | ||||||||||||||||||||||||||||||||||||
4th | +4 | +3 | +1 | +3 | Dark Strike 2/day, Bonus Feat | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | |||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +4 | +2 | +4 | Advantageous Fighter | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | |||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +5 | +2 | +5 | Dark Strike 3/day, Parry and Riposte, Bonus Feat | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | |||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +6 | +3 | +6 | Frightful Presence | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Weapon Mastery | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +7 | +4 | +7 | Bonus Feat, Hide Weaknesses, Dark Strike 4/day | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | Demon Soul, Weapon Mastery | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +8 | +4 | +8 | |||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | |||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +9 | +5 | +9 | Aura of Unbreakable Will, Dark Strike 5/day, Bonus Feat | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Master of the Battlefield | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +10 | +6 | +10 | |||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | |||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Pillar of Evil, Dark Strike 6/day, Bonus Feat | ||||||||||||||||||||||||||||||||||||
Class Skills 6 + Int modifier per level (×4 at 1st level) Bluff (Cha), Concentration (Con),Craft,Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha),Jump,Knowledge (Arcana, Geography, History, Local, Religion, and the Planes), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis),
Class FeaturesWeapon and Armor Proficiency: The Black Knight is proficient with all armor types, shields, simple and martial weapons, as well as any siege weapon.
However, unlike a Paladin’s Smite ability, a Black Knight must “win” their fight against the target of Show of Strength (“winning” constitutes either defeating your opponent (lowering HP to 0 or killing them) or having your opponent disengage the battle). Failure to win, be it by going unconscious or being forced to flee for one’s life results in forfeiting all uses of Show of Strength, and followers forgo the benefits of Great General. These effects persist until the Black Knight completes a long rest or “wins” against the aforementioned opponent. Note: For the purpose of qualifying for feats, a Black Knight’s Show of Strength ability is treated as a “Smite Evil” and “Smite Good” class feature.
If the Black Knight has taken the “Undead Leadership” feat, these morale bonuses can apply to undead as well, manifesting as a profane bonus rather than a morale bonus. Move Unhindered (Ex): The Black Knight has full range of movement on the battlefield. At level 3, the Black Knight receives no movement penalty when wearing medium armor. At level 9, they have full movement even when wearing medium or heavy armor. In addition, the armor check penalty provided by any worn armor decreases by 1 point per 2 levels of Black Knight, to a minimum armor check penalty of 0, and the maximum Dex bonus allowed by the armor increase by 1 per 2 levels of Black Knight. At level 14, the Black Knight increases their movement speed by 10ft. This applies to any form of movement the Black Knight may have.
Playing a Black KnightReligion: Any deity, within 1 step of your alignment (Ex. Lawful Evil Black Knight can worship a Lawful Neutral deity or a Neutral Evil deity. While uncommon, Black Knights sometimes choose to follow no god, choosing instead to live by their own might and their own power. Other Classes: Black Knights get along with other classes generally well, so long as they are of similar alignment and... disposition. Two Black Knights that travel or work together may become great rivals or arch-nemeses; it depends on the individuals. Black Knights often also take levels in Fighter, Cleric, Ur Priest, Blackguard, and other classes of the like. Roleplaying a Black Knight: A Black Knight should be ambitious and willing to win using whatever means are necessary. They aren’t afraid to fight dirty if they have to to get the job done. Black Knights are conquerors by nature, though whether they are independent or servants of greater powers is up to the individual. Their power is in domination and persistence; avoid situations where the Black Knight is at a disadvantage, or high risk of losing. When unable to do so, ensure that the Black Knight does not over-extend themselves and embarrass themselves, especially in front of their followers.
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