Blackguard

Class Stat

The pious clergy guide the flock, and the devout paladins protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them?

A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as Blackguards. Through pacts made with mysterious beings of supernatural power, these sentinels use the power of the arcane to enact their will and judgment, whether for protection... or for chaos. Will they use their weapons as beacons to guide the meek through the darkness, or be the darkness that devours the meek?

Hit Points (HP)

Hit Dice 1d10 per level
HP at Level 1 10 + CON modifier
HP at higher levels 1d10 (or 5) + CON modifier per level

Proficiencies

Armour All armour, shields
Weapons Simple weapons, martial weapons
Tools None
Saving Throws STR, WIS
Skills Choose two from Arcana, Athletics, Deception, History, Intimidation, Medicine, and Religion

Blackguard Table

Level Proficiency Bonus Abilities Darkside Gauge Skills Known Spells Known Spell Slots Slot Level
1 +2 Otherworldly Patron, Darkside (1) 3 1 - - -
2 +2 Pact Magick, Darkside (2) 5 2 2 1 1st
3 +2 Pact Boon (1), Martial Maneuver 5 3 3 2 1st
4 +2 Ability Score Improvement 5 4 3 2 1st
5 +3 Extra Attack 7 4 4 2 2nd
6 +3 Empowering Sacrifice, Attack of Opportunity* 7 5 4 2 2nd
7 +3 Martial Maneuver 7 6 5 2 2nd
8 +3 Ability Score Improvement 7 7 5 2 2nd
9 +4 Living Shadow (1) 10 7 6 2 3rd
10 +4 Martial Maneuver 10 8 6 2 3rd
11 +4 Pact Boon (2) 10 9 7 3 3rd
12 +4 Ability Score Improvement 10 10 7 3 3rd
13 +5 - 13 10 8 3 4th
14 +5 Darkside/Pact Boon (3) 13 11 8 3 4th
15 +5 Martial Maneuver 13 12 9 3 4th
16 +5 Ability Score Improvement 13 13 9 3 4th
17 +6 - 15 13 10 4 5th
18 +6 Living Shadow (2) 15 14 10 4 5th
19 +6 Ability Score Improvement 15 15 11 4 5th
20 +6 Shadow Surge 15 16 11 4 5th

Equipment

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

Or, you could choose to start with 5d4 × 10 gp and purchase your equipment.

Creating a Blackguard

As you create your Blackguard, spend some time thinking through your patron and what your pact with them imposes on you. What led you to make your pact and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you serve resentfully under the obligations of your pact, or do you serve joyfully in anticipation of the rewards promised to you? And as you serve, do you do so selfishly, or in protection of others? And how do your desires align with your patron's?

Quick Build

You can make a Blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma and Constitution. Second, choose the Soldier background. Third, learn the Syphon Strike skill from the Lifedrinker tree.

Equipment

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

Class Abilities

Otherworldly Patron

At 1st Level, you have struck a bargain with an otherworldly being of your choice: The Archfey, the Archomental, the Celestial, or the Fiend. Your choice grants you features at 3rd Level, and again at 11th and 15th Level.

Darkside

Using your power from your patron, as you strike your enemies, you build a reservoir of dark energy within you from the force of your blow – a reservoir from which you can call upon to empower other attacks or Blackguard features and abilities. This is known as your Darkside Gauge.

When you roll for Initiative, you gain DP equal to half of your Blackguard Level (rounded up). For every 5 points of damage that you deal to hostile creatures with your melee weapon attacks in the heat of combat, your Darkside Gauge gains one Darkside Point (DP), to a maximum indicated by the Blackguard Table. For every 10 points of damage that you receive while in the heat of combat, you gain one DP.

You can expend DP to activate certain abilities, learning generic Darkside abilities at 1st and 2nd Level, and one specific to your patron at 14th Level. Your Darkside Gauge is reduced to 0 at the end of combat.

Darkside: Vehemence

You gain the ability to use your mystical powers granted by your patron to empower your strikes at the cost of your defence. On your turn, provided that you have at least 3 DP, whenever you make a melee weapon attack on your turn, you can choose to activate this feature. You expend 2 DP, and for the rest of this turn, your melee weapon attacks deal 1d8 extra damage. Furthermore, until the start of your next turn, weapon attacks deal 1d6 extra damage to you.

If you are below half of your HP, you roll twice as many damage dice from this ability.

Amplify: If you have at least 7 DP, you can expend 4 DP instead, and your melee weapon attacks deal 1d12 extra damage, but weapon attacks deal 1d8 extra damage to you.

Fighting Style

At Level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once.

Duelling

When you are wielding a melee weapon in one hand and no other weapons (a shield does not count as a weapon), you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target that is within 4m of you with an attack, you can use your reaction to move within 2m of the target if you aren't already, and reduce the damage the target takes by 1d10 + your Level + your proficiency bonus (to a minimum of 0 damage). You take half of the damage that you prevented (rounded down). You must be wielding a shield, or a simple or martial melee weapon to use this reaction.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You can use two-weapon fighting even when your main-hand weapon is non-Light, provided that your off-hand weapon is a Dagger.

Pact Magick

Spell Slots

The table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these Blackguard spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th Level, you have two 2nd-level spell slots. To cast the 1st-level spell Dark, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the Blackguard spell list.

The Spells Known column of the Blackguard table shows when you learn more Blackguard spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new Blackguard spell, which can be 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Blackguard spells you know and replace it with another spell from the Blackguard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Blackguard spells, since the power of your magick relies on your force of conviction of the deal that you made with your patron. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Blackguard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your CHA modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Blackguard spells.

Pact Spell List

Your patron grants you magickal prowess, allowing you to learn the following spells at the specified Level without counting towards your spells known.

Darkside: Soul Eater

Beginning at 2nd Level, you gain the ability to unleash a torrent of dark energy. As an action, provided you have at least 5 DP, you can expend all of your DP to use this ability. With your palm outstretched, you unleash a wave of dark energy that strikes at a creature's mental fortitude. All creatures within a 6m Cone originating from you must make a WIS saving throw against your spell save DC. On a failed save, they take DARK damage equal to 3d6 + twice the amount of DP you expended, and become

Stunned
until the end of their next turn. Furthermore, the creature loses maximum HP equal to the amount of damage taken. This loss in maximum HP is recovered after the creature completes a long rest. On a successful save, they take half damage.

You take DARK damage equal to half the amount of damage, which cannot be reduced by any form of resistance you might have to DARK damage, but also cannot bring you below 1 HP. Thereafter, you gain temporary HP equal to this same amount until the end of your next turn.

Amplify: If you expended at least 10 DP, the area of effect becomes a 12m Cone instead.

Pact Boon

Beginning at 3rd Level, and again at 11th and 14th Level, you gain the following boons from your patron.

Martial Maneuver

At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.

Ability Score Improvement

At Levels 4, 8, 12, 16, and 19, 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 skill.

You can forgo taking this feature to take a Feat of your choice instead.

Extra Attack

At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowering Sacrifice

At 6th Level, you can sacrifice some of your life force to tap into your dark power quicker. Provided that you were not Surprised, at the start of your first turn in combat, you can choose to take Xd6 unaspected damage (where the maximum of X is 5) to gain X DP.

Attack of Opportunity*

From 6th Level onwards, you are able to train yourself to take advantage of any drop in guard of your enemies. You can choose to forgo spending a skill point to learn the Attack of Opportunity reaction below:

Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.

Effect: Make a melee weapon attack against the creature.

*Attack of Opportunity variant: You can only learn this feature if you are using this variant.

Living Shadow

At 9th Level, you gain the ability to create a shadowy simulacrum of yourself, drawing upon threads of shadow from the Void.

As an action, you can form this shadow in an area of dim light or darkness within 4m of you, which lasts for 1 hour or until you're Incapacitated, but can be dismissed earlier as a bonus action. This shadow is a magickal, dark gray silhouette-like image of yourself, with aspects of your patron's nature being manifested in its image.

It counts as a creature of the Construct type, and it has AC equal to 15 + your CHA modifier, 1 HP, and Immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. Once it is reduced to 0 HP, or if it is ever further than 40m from you at the end of your turn, it is destroyed and is dispersed in a stream of shadows.

On your turn, you can mentally command the shadow to move up to 10m in any direction (no action required). You also gain the following options:

After using this feature, you can't use it again until you complete a short or long rest.

At 18th Level, you can draw upon the shadowy energy from the Void more effortlessly. There is no longer any restriction for the number of times you can use this feature, and you can now activate it as a bonus action.

Shadow Surge

At 20th Level, you can build up dark energy at a faster pace, being quicker to unleash the force of your might unto your enemies. You now gain two Darkside Points for every 5 points of damage that you deal to hostile creatures with your melee weapon attacks, and two Darkside Points for every 10 points of damage that you receive in the heat of combat.