DoomKnight (5e Class)

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<!-Introduction Leader->


Creating a DoomKnight


Quick Build

You can make a DoomKnight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Dark Lord background. Third, choose one Martial weapon, and Fourth Select an Evil Alignment

Class Features

As a DoomKnight you gain the following class features.

Hit Points

Hit Dice: 1d10 per DoomKnight level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per DoomKnight level after 1st

Proficiencies

Armor: Light, Medium, Heavy
Weapons: Martial weapons, Simple Weapons
Tools: None
Saving Throws: Con, Cha
Skills: Intimidation, Perception, Arcana, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

    • If you are using starting wealth, you have 4d4×10 in funds.

    Table: The DoomKnight

    LevelProficiency
    Bonus
    Features
    1st+2Doom
    2nd+2Dominate
    3rd+2Corrupt
    4th+2Ability Score Improvement
    5th+3
    6th+3
    7th+3
    8th+3Ability Score Improvement
    9th+4
    10th+4
    11th+4
    12th+4Ability Score Improvement
    13th+5
    14th+5
    15th+5
    16th+5Ability Score Improvement
    17th+6
    18th+6
    19th+6Ability Score Improvement
    20th+6

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    <!-At 3rd level, you can choose a Path of Doom. Choose between Undeath, Darkness, or Chaos, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 6th, 8th, 9th, 12th 15th and 18th level.->

    Ability Score Increase

    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. As normal, you can't increase an ability score above 20 using this feature.

    Path of Doom

    As a Doomknight, you are expected to amass an army of some kind to battle and destroy the forces of Good. These Paths will determine both your secondary abilities, as well as the type of army you will raise.

    Path of Undeath

    Like many Doomknights before you, you have chosen to raise an army of undead. Starting out you will gain access to necromantic spells, and later the ability to raise entire populations of undead monstrosities to assault the forces of Good.

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    Path of Darkness

    You scorn the undead hordes that other Doomknight raise and Chaos isnt as close to your blackened heart as the plane of darkness. By Choosing the Path of Darkness you gain access to Spells Befitting a Ruler of Darkness, and as you grow in power you will be able to call forth the mightiest beasts from the deepest pits of the plane of Darkness to march on the Forces of Light

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    Path of Chaos

    The undead Bore you and the Darkness is to Predictable for you. No, you feel like the world needs to know just what true Doom really is; absolute Chaos. The spells you learn in the Path of Chaos all take from Various schools, never really taking more than 1 or 2 per school of Spellcaster. Who knows, you might even turn Orders precious Radiance against it!

    Spell List

    You know spells based on your subclass.

    Undeath

    Cantrips Chill Touch Spare the Dying

    1st Level: False Life, Cause Fear

    2nd Level: Blindness/Deafness, Ray of Enfeeblement

    3rd Level: Summon Undead Spirit, Animate Dead

    4th Level: Blight

    5th Level: Raise Dead, Negative Energy Flood

    6th level: Create Undead

    7th Level: Finger of Death

    Darkness

    Cantrips Chill Touch Toll the Dead

    1st Level Inflict Wounds Ray of Sickness

    2nd Level Hold Person Spiritual Weapon

    3rd Level Bestow Curse Vampiric Touch

    4th Level Blight Shadow of Moil

    5th Level Dominate Person Telekinesis

    6th level Harm, Circle of Death

    7th Level Tether Essence

    Chaos

    Cantrips Infestation, Mage Hand

    1st Level Chaos Bolt Catapult

    2nd Level Cloud of Daggers Crown of Maddness

    3rd Level Enemies Abound Melf's Minute Meteors

    4th Level Summon Abberant Spirit Confusion

    5th Level Animate Objects Immolation

    6th level Mass suggestion

    7th Level Prismatic Spray



    Multiclassing


    Prerequisites. To qualify for multiclassing into the DoomKnight class, you must meet these prerequisites: 13 Str, 13 Con, 10 Int, 13 Cha

    Proficiencies. When you multiclass into the DoomKnight class, you gain the following proficiencies:Intimidation, Arcana



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