SHADOW KNIGHT
human in blackened steel armor stands over his
kneeling opponent. “Mercy.” begs the white
knight. With a smile, the dark warrior places his
hand upon the paladins chest and unleashes all
his hate, devouring the last of the knight's
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Creatine A SHADOW KNIGHT
‘The most important aspect of a shadow knight is the nature
ofhis or her ambition, This is what has driven you to seek out
dark magic to augment your martial prowess. Do you wish to
prove yourself better than a hated rival? Are you seeking dark
power so someone you love will never be hurt again? Do you
just want to watch the world suffer under a sickly green
‘miasma over some slight, real or imagined?
What were your first steps along the dark path? Did you
discover some dark tome of knowledge sequestered in an
ancient library? Did you die and strike a deal to return to the
world of the living to accomplish a task? Perhaps a devil
visited you in your dreams and offered you the power to
bbumiliate your rivals. As champions of their own selfish
ambitions, shadow knights are rarely of any good alignment.
Most have abandoned all semblance of empathy and
compassion, but a rare few embrace simple amoraliy, seeing
themselves as beyond abstract concepts of good and evil
Quicx Burp
‘You can make a shadow knight quickly by following these
suggestions, First, Strength should be your highest ability
score, followed by Intelligence. Second, choose the noble
background
Cass FEATURES
[Asa shadow knight, you gain the following class features.
Hrr Ports
Hit Dice: 1d10 per shadow knight level
Hit Points at Lat Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1410 (or 6) + your Constitution
modifier per shadow knight level after Ist
PROFIGIENGIES
‘Armor: All armor, shields
‘Weapons: Simple weapons, martial weapons
‘Tools: None
‘Saving Throws: Intelligence, Charisma
‘Skills: Choose two from Arcana, Athletics, Insight,
Intimidation, Medicine, and Persuasion
Eguirment
‘You start with the following equipment,
equipment granted by your background:
addition to the
+ (@) a martial weapon and a shield or (6) two martial
weapons
+ (@) five javelins, or (b) any simple melee weapon
+ (@)adungeoneer's pack or b) an explorers pack
+ Chainmail
SENSE THE DEAD
‘The sickly sweet stench of death is as clear to you as a warm,
breeze on a summer day. As an action, you can open your
awareness to detect it. Until the end of your next tara, you
know the location of any corpse or undead within 60 feet of
you. You know the type of any being, living or dead, whose
presence you sense, but nat its identity:
You can use this feature a number of times equal to 1+
your Charisma modifier: When you finish a long rest, you
regain all expended uses.
Harm Touch
You can channel all your anger and hatred into a single touch,
extinguishing the life force of a being you lay hands on. You
gain a pool of dice as shown in Table: The Shadow Knight.
‘Asan action, you may touch a creature and choose to roll a
‘umber of dice from this pool Ifthe creature's eurrent hit
points are less than or equal to the total rolled, the creature:
drops to 0 hit points, Otherwise, the creature must make a
Constitution saving throw against your spel save DC. On a
failed save, the creature takes half the amount rolled as
necrotic damage. On a successful save, the creature is
unharmed
You regain all expended dice when you complete a longq THE SHADOW KNIGHT
Level Proficiency Bonus Features
Ist 2 Sense the Dead, Harm Touch
2nd “2
3rd 2
4th +2
sth 3
eth 3
7th 3
8th 3 Ability Score Improvement
sth +4 =
oth +4
1th 4
12th +4 Ability Score Imrpovement
13th +5 =
Vath Improved Harm Touch
Stay Death's Hand, Mantle
Ability Score Improvement
Extra Attack
Torrent of Dread
Mantle Feature
Aura of Malice
Prey Upon the Fearful
15th Mantle feature
Véth + Ability Score Imrpovement
17th 5
18th Aura improvernents
19th Ability Score Improvement
20th Mantle feature
FIGHTING STYLE
246
Fighting Style, Spelleasting, Vampiric Strike 346
4d6
5d
6d6
746
8d6
96
1od6
Vod6
11d6
11d6
12d6
12d6
1346
13d6
14d6
14d6
15d6
15d6
SPELLCASTING
At 2nd level you adopt a style of fighting as your specialty.
Choose one of the following options. You cant take a Fighting
Swe option more than once, even if you later get to choose
again.
DzrEnsz
‘While you are wearing armor, you gain a +1 bonus to AC.
Dugunc
‘When you are wielding a melee weapon in one hand and no
other weapons, you gain a+2 bonus to damage rolls with that
weapon,
Gazar Wearon FicHTINc
‘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 The
‘weapon must have the two-handed or versatile property for
‘you to gain this benefit.
PRoTEcTION
‘When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll You must be wielding
ashield,
By 2nd level. you have learned to draw on arcane magic
through meditation and study to cast spells as a wizard does.
See chapter 10 of the Player's Handbook for the general
rules of spelleasting and below for the shadow knight spel
list.
SPELL SLOTS
‘The Shadow Knight table shows how many spel slots you
have to cast your spells. To cast one of your shadow knight
spells of Ist level or higher, you must expend a slot ofthe
spells level or higher. You regain all expended spel slots
‘when you finish a long rest.
For example, ifyou know the Istlevel spell armor of
Agathys and have a Istlevel and a 2nd-level spell slot
available, you can cast armor of Agathys using either slot.
Spziis KNowN or 1sT LeveL AND HicHER
‘You know two Istlevel spells of your choice from the shadow
knight spel ist
‘The Spells Known column of Table: The Shadow Knight
shows when you learn more shadow knight spells of your
choice, Each of these spells must be ofa level for which you
hhave spell slots. For instance, when you reach Sth level in this
class, you can learn one new spell of 1st or 2nd levelAdditionally, when you gain a level in this class, you can.
choose one of the shadow knight spells you know and replace
it with another spell from the shadow knight spell lst, which
also must be of a level for which you have spell slots,
SPELLOASTING ABILITY
Intelligence is your spellcasting ability for your shadow
knight spells, since they are a result of your study of dark
magic. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a shadow
knight spell you cast and when making an attack roll with
+ Spell save DC
Intelligence modifier
+ your proficiency bonus + your
‘+ Spell attack modifier = your proficiency bonus + your
Intelligence modifier
‘Vamprric STRIKE
Starting at 2nd level, when you hit a creature with a melee
‘weapon attack, you can expend one shadow knight spell sot
to deal necrotic damage to the target, in addition to the
‘weapon's damage, The extra damage is 2d6 for a letlevel
‘spell slot, plus 1d6 for each spell level higher than Ist toa
‘maximum of 6d6. In addition, you regain hit points equal to
half the amount of necrotic damage dealt
Stay DraTu’s HAND
By 3rd level the necromantic magic flowing through you can
revive you when you have fallen. When you sueceed at a
death saving throw, you regain 1 hit point. Once you have
used this ability, you cannot use it again until you have
finished a short rest.
‘When you reach 3rd level you take on the mantle of an
archetypal shadow knight. Up to this time you have been in a
preparatory stage, committed to the darkness but not yet
bound to it. Now you choose the Mantle of the Lifestealer,
Mantle of the Corpsewalker, or the Mantle of the
Plaguebearer all detailed at the end of the class descri
Your choice grants you features at 3rd level and again at 7th,
15th, and 20th level
Asruity Score IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 16th, and
19th evel you can increase one ability seore of your choice
by 2, or you can increase two ability scores of your choice by
LAs normal, you can’t increase an ability score above 20
using this feature,
Exrra ATTACK
Beginning at 5th level you can attack twice, instead af once,
whenever you take the Attack aetion on your turn,
Torrent oF DREAD
Starting at 6th level. as an action, you can summon up a wave
of fear and dread that overcomes your foes. Each creature of
your choice within 30 feet of you to make a Wisdom saving.
‘throw against your shadow knight spell save DC ifit can see
you. Creatures that fail their saving throw are frightened of
you for one minute. Ifa creature frightened by this effect ends,
its turn more than 30 feet away from you, ican attempt
another Wisdom saving throw to end the effect on it. Once,
you have used this ability, you cannot use it again until you
finish a short or long rest
Ifyou score a critical ht or reduce a creature to O hit
points, you can use this ability as a bonus action ifit is
available.
Aura OF MALICE
Starting at 10th level you project an aura that amplifies the
aggression of your allies. ll allies within 10 feet of you,
including yourself, gain a bonus on damage rolls equal to
your Intelligence modifier.
[At 18th level the range ofthis aura inereases to 30 feet
PREY UPON THE FEARFUL
By 11th level you feed upon fear of your enemies. When you
hita creature suffering from the frightened condition with a
melee weapon, the creature takes an additional 1d8 necrotic
‘damage. You can add this damage to the damage dealt by
your vampiric strike for the purposes of determining the
amount of hit points you regain,
Improvep Harm ToucH
Beginning at 14th level your regain four harm touch dice
‘when you finish a short rest. You cannot exceed your normal
maximum dice pool
MANTLE
‘The mantle of a shadow knight is an homage to an iconic
shadow knight from the past, an exemplar of hatred, fear, and
decay through which the shadow knight can realize his own
ambitions, whether that be order through domination or
destruction through entropy.
‘MANTLE OF THE LIFESTEALER
‘A shadow knight who takes on the Mantle of the Lifestealer
becomes a master of life force manipulation. Based upon the
study of various undead creatures who draw upon the life
force of others, you are able to draw vitality from your
opponent and grant it to yourself and your allies.
Lezcx Toucn
Starting at 3rd level when you use your Harm Touch class
feature and the target survives but fails its saving throw, you
also regain hit points equal to half the amount of necrotic
‘damage dealt to the target (one-quarter of the total rolled} If
the target dies, you regain hit points equal to half the amount
rolled insteadDanx Emraray
Starting at 7th level, whenever you would regain hit points
from your Leech Touch class feature, your Vampirie Strike
class feature, or a shadow knight spell that you cast, you can
choose to grant those hitpoints to a creature within 10 feet of,
you instead.
{At 18th level you can choose to grant those hit points to a
creature within 30 feet.
Snguesrerep Sout
Beginning at 15th level your hit point maximum cannot be
reduced Effects which allow you to reduce your hit point
‘maximum voluntarily are not affected by this ability
Lezcucuzse
‘AL 20th level as an action, you can infuse yourself with
‘vampiric energs, feasting on life force with each strike. For 1
‘minute, your melee attacks deal an additional 1d8 necrotic
damage, and each time you hit with a melee attack, you
regain hit points equal to half the damage you deal with that
attack.
Once you use this feature, you cant use it again until you
finish a long rest.
MANTLE OF THE CORPSEWALKER
[A shadow knight who embraces the Mantle of the
Corpsewalker stands before pile of corpses and sees an
army waiting to arise and serve, Surrounding yourself with
undead servitors, you envision yourself as a general of the
legions of the dead
Graveroucn
Starting at 3rd level when you use your Harm Touch class
feature on a medium or small humanoid and the target dies,
itrises at the start of your next turn as a skeleton or zombie.
‘The new skeleton or zombie is under your control as iit
‘were created by an animate dead spell except that it remains
‘under your control until it is destroyed. You can only have one
skeleton or zombie animated in this way at any time.
‘Lucions or Tax DEAD
Beginning at 7th level you gain the ability to cast animate
dead without expending a spell slot. Once you have used this
you cannot use it again until you have finished a long
rest,
Commanp UNDEAD
Starting at 15th level you can use your will to bring undead
under your control even those created by others. As an.
action, you can choose one undead that you can see within
60 feet ofyou. That creature must make a Charisma saving
throw against your shadow knight spell gave DC, fit
‘succeeds, you can't use this feature on it again It fail, it
becomes friendly to you and obeys your commands until you
use this feature again.
Intelligent undead are harder to control in this way. Ifthe
target has an Intelligence of 8 or higher, it has advantage on
the saving throws If fails the saving throw and has an
Intelligence of 12 or higher, it can repeat the saving throw at
the end of every hour until it succeeds and breaks fre.
DEATHLY CHAMPION
‘AL 20th level, you can assume a form similar to that of the
undead you command Your skin takes on a gaunt, pale
appearance, and your fingernails and teeth lengthen and
yellow while your eyes sink.
Using your action, you undergo the transformation. For 1
minute, you gain the following benefits:
+ You gain immunity to necrotic damage and resistance to
slashing, bludgeoning, and piercing damage from nonmagical
weapons,
+ Your weapon attacks deal an additional 18 necrotic
damage.
‘+ Ian undead targets you directly with an attack or a
harmful spell that creature must make a Wisdom saving
throw against your spell save DC (an undead needa't make
the save when it includes you in an area effect, such as the
explosion of fireball) On a failed save, the creature must
choose a new target or forfeit targeting someone instead of
‘you, potentially wasting the attack or spell.On a successful
save, the creature is immune to this effect for 24 hours. An
undead is also immune to this effect for 24 hours if you target
itwith an attack or a harmfil spell
PLAGUEBRINGER
A shadow knight who wears the Mantle of the Plaguebringer
sees destruction as the end of all things. Young or old, noble
or peasant, king or pauper all fll tothe ravages of disease,
and your path draws entropy in its wake,
Diszasz Croup
[Beginning at 3rd level you can use your action and expend a
spell lotto place a cursed disease on a creature you can see
‘within 30 feet. The creature must make a Constitution saving
throw against your spell save DC. On a failed saving throw,
‘the creature takes 248 necrotic damage for a Istlevel spell
sfot, and an additional 148 necrotic damage for each spell
level higher than frst. The creature suffers disadvantage on
attack rolls and ability checks, and may repeat the saving
throw at the end of each of te turns to end the effect. On a
successful save, the creature takes half damage and euffers
no additional effect.
Avra oF Dzcay
‘At Tth level you are surrounded by an aura of decay that
protects your allies from diseases and punishes your foes. All
allies within 10 feet of you are immune to disease. At 18th
level this protection extends out to 30 feet, Additionally,
‘whenever a creature misses you with a melee attack, you can
use your reaction to cause that creature to suffer necrotic
damage equal to your Intelligence modifier as the hungry
parasites surrounding you feast on their unworthy flesh.Bouse BLoop
Starting at 15th level you can lewy a powerful curse upon a
‘single foe, causing their blood to bol in their veins. The
creature must make a Constitution saving throw against your
spell save DC, On a failed save, the creature succumbs to a
terrible disease and suffers from disadvantage on attack rolls
and ability checks. While diseased, atthe start of each of the
target's turns, it suffers 2410 necrotic damage and 2410 fire
damage. It can repeat the saving throw at the end of each of
its turns, ending the disease on a successful save. Once you
have used this ability, you cannot use it again until you have
finished a long rest.
Anoxt or Dzcay
‘AL 20th level you can call forth an aura of disease and decay
as an action. For I minute, any enemy creature that begins its
tum or enters a space within 30 feet of you takes 10 points of
necrotic damage. In addition, enemies within the aura have
disadvantage against shadow knight spells you cast.
SHADOW KNIGHT SPELLS
ist LeveL
Armor of Agathys
‘Arms of Hadar
Bane
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Dissonant Whispers
Ensnaring Strike
Hellish Rebuke
Hex
Protection from Evil and Good
Wrathfal Smite
2ND LEVEL
Bestow Curse
Branding Smite
Darkness
Find Steed
Hold Person.
Locate Object
Magie Weapon
Misty Step
Protection from Poison
Ray of Enfecblement
Shatter
3RD LEVEL
ate Dead
Blinding Smite
Dispel Magic
Elemental Weapon
Fear
eign Death
Magic Circle
Speak with Dead
‘Vampire Touch,
4TH LEVEL
Banishment
Death Ward
Evardl’s Black Tentacles
Locate Creature
Phantasmal Killer
Staggering Smite
5TH LEVEL
Banishing Smite
Contagion
Destructive Wave
Dispel Evil and Good
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