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Nightblade

Inspired by the Elder Scrolls Online Character class. A dark martial class adapted for
Dungeons and Dragons Fifth Edition.
For too Long has the Soul been in pain. Now is the time for it to lash out at
those who would harm it. Now is the reckoning of the suffering. Now are
the Days of the Soul Storm.
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NIGHTBLADE

T
he young Elven lass is quiet as she sneaks up You may make a Nightblade quickly by following these
on her former master, her blade poised and suggestions. First Dexterity should be your highest ability
ready to move. He wouldn't hurt anyone like he score, (Some who chose duel weapons or two handed
had hurt her, Never Again! weapons may wish to chose Strength over Dexterity, but dues
A grey old man jumps into the frey and calls up to the saving throws Dexterity will still be high priority)
on his dark power to draw on his enemies followed by Constitiution. Second chose the Urchin
strength. They would not live through this Background and the Assassination Soul Path.
night!
The Dragonborn, normally large and hulking slides easily
into the shadows as his prey leaves to meet with his next Class Features
contact. The wronged would be avenged. As a Nighblade you have the following features.
The Path of the Nightblade is a dark one, but not
necessarily one born out of want for evil. When a person Hitpoints
suffers enough they can draw on their own darkness and that Hit Dice: 1d8 per nightblade level
of those around them to power their amazing abilities and Hitpoints at 1st Level: 8 + your Constitution Modifier
skills. Hitpoints at Higher Levels: 1d8 (or 5) + your
Constitiution modifier per Nightblade level after 1st
Soul Touched
Nightblades are brought forth into the world by great Proficiencies
personal pain and suffering. Pain so deep that it effects the Armor: Light Armor
soul itself. The soul does not like being hurt and will lash out Weapons: Simple and Martial Weapons
in self defense like a caged animal. Tools: One tool, instrument, or gaming set of your choice
This self defense is manifest in the powers and abilities of that is appropriate for your life before your change.
the Nightblade. The soul takes that pain and suffering and Saving thows: Dexterity, Constitution
uses it as the basis for the weapons it needs. Astral blades Skills: Chose Two from Acrobatics, Stealth, Nature,
that strike soul deep, pulling at the very essense of others, or Insight, Perception, Survival, Deception, and Intimidation.
hiding itself and its container so they may strike when the Equipment
time is just right. You start with the following equipment, in additon to the
equipment granted by your background:
Shadow Warrior
While there is no organization for Nightblades and their (a) a rapier, (b) two shortswords, or (c) a long or short bow
numbers are mercifly low, there have been enough over the and a quiver of 20 arrows
years for people with their abilities to be recognized, named, One Martial weapon
and for a small reputation to preceed them. (a) Dungeoneers pack or (b) an Explorers pack
These few outstanding individuals renown for both their Leather armor, two daggers, and one set of
abilities in open combat as well as their earie ability to stalk tools/instrument/gaming set that you are proficent with.
the shadows beside the greatest Rangers and Rogues.
Where a Ranger is one with nature and tracking and Rogue The versitality of the Nightblade
uses the shadows for illicent means, the Nightblade are at A Nightblades greatest advantage is in their ability
home in any shadow and use them for whatever purpose they to evolve their own techniques over time. While
may have, either good or ill. one nightblade may chose quicker movement and
evasion, another may chose greater protection for
Creating a Nightblade when they cannot dodge.
When creating a Nightblade think about where you came Once per level up you may change your skills
focus' that are unlocked. This is in addition to when
from and who you are. Talk with your DM and come up with you unlock them initially on gaining a level
an appropriete personal suffering or injury to have brought For example: Jon on the Assassination Soul Path
forth your powers. Was it a litteral injury like a spell? Or has Blur. At lvl 12 Blur Evolves and Jon can chose to
perhapes it was the loss of loved ones or family? A personal evolve Blur into Mirage or Double Take. Later he can
betrayal? chose to switch his choice from one to the other.
Nightblades can come from ALL walks of life, though only He may only change this particular evolution again
those who take up arms and use their powers are spoken of after he has gained another level, but may do the
in Legends... same with another evolution at a later point this lvl.
This applies to ALL evolution abilities until Lvl
Quick build 20. At this point the Nightblade may change
evolutions once per long rest.
Fighting Style
You adopt a particular style of fighting as your speciality.
Chose one of the Following options. You can't take a Fighting
Style more than once, even if you later get to chose again. The Nightblade
Proficiency
Archery Level Bonus Features
You gain a +2 bonus to attack rolls you make with ranged
weapons, 1st +2 Fighting Style, Soul Path
2nd +2 Extra Attack
Dueling 3rd +2 Soul Path Feature
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that 4th +2 Ability Score Improvement
weapon. 5th +3 Soul Path Feature
6th +3 Soul Evolution
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you 7th +3 Soul Path Feature
mae with a melee weapon that you are wielding with two 8th +3 Ability Score Improvement
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 9th +4 Soul Path Feature, Soul Evolution
handed or versitile property for you to gain this benefit. 10th +4 Extra Attack
11th +4 Soul Path Feature
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your 12th +4 Ability Score Improvement, Soul
ability modifier to the damage of the second attack. Evolution
13th +5 Soul Evolution
Soul Path 14th +5 ~
When your character is turned into a Nightblade their soul 15th +5 Soul Evolution
immediatly choses how it wishes to fight back and takes a
Path that shapes the abilities that they develop. 16th +5 Ability Score Improvement
Your Choice will decide which kind of Powers you can 17th +6 ~
develop: Shadow, Assassination, or Siphoning.
Youj gain Extra Features at Levels 3 5 7 9 11 18th +6 Soul Evolution
19th +6 Ability Score Improvement
Extra Attack 20th +6 Maleable Soul
At Level 2 you can attack twice instead of once when you take
the Attack Action on your turn. You gain another attack at
level 10
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one ability score of choice by 2, or
you can increase two ability scores of choice by 1. As Normal
you cannot increase an ability score above 20 using this
feature
Soul Evolution
At Level 6 Your Soul Path Features start evolving. Your Ability
Evolutions are listed under the Feature in question. Second
Ability Evolves at level 9, third at 12 fourth at 13 fifth at 15
and the sixth at 18
Maleable Soul
At level 20 you gain the ability to, once per Long Rest, alter
your Soul Evolutions as you see fit.

PART 2 | BORING STUFF 2


Striking from within the Shadow Cloak now grants the
Soul Path user an incredibly high chance for a Critical hit. For this
The Soul does not take being damaged easily. Sometimes it strike only increase the Critical Strike range by two die. This
lashes out, it becomes a weapon to strike back at those that is in addition to any other expansions, such as the Champion
hurt it or those that may try and hurt it again. Archtype feature Improved Critical.
While there is no organization of Nightblades, those few Dark Cloak
who have gathered and communicated have come to the
realization that there are three ways that the Soul is likely to If attacked while Cloaked and for the turn after the Cloak is
respond to its injury. Each one had begun to develop a small dispelled, the shadows stick to the Nightblade and help
clan or order like structure around it as more and more protect him from harm. For the purpose of this effect the
Nightblades find one another, but there is no over arching character is considered to have resistance to all types of
organization as of yet. damage.
Path of Shadows Path of Darkness
A Shadowy hallway five foot wide and thirty feet long appears
The older Nightblades call it the Path of Shadows. The before the Nightblade, with them standing in the end of the
younger like to call it the darkness. The Soul of the hall. The 'walls' of the hall are seethrough and can be moved
Nightblade makes itself known through shadows made through at will. At the start of the turn any creature on the
manifest. The Darkness of the Nightblade allows them to Path of darkness takes 1d4 necrotic damage. The Path of
shape their inner pain and darkness into a number of tools Darkness lasts 1d4 turns.
for the Nightblade to use at will. This feature may be used once per long rest. You may use it
one additional time per long rest at levels 10, 15, and 20.
Veiled Strike
At level 1 a shadowy blade materializes into existance for one Twisting Path
turn. It can either be summoned straight from nothingness or
around an existing weapon. The blade is long and dark, but The Path may now be altered to include turns as long as it
somewhat seethrough. It deals 1d10 Slashing damage and an stays the same overall size (5ft by 30ft). Additionally the
additional 1d10 Necrotic damage at Levels 5, 10, 15, and 20. Nightblade may add 10 to their movement while on the Path
If the weapon is around another weapon add the Slashing of Darkness. Damage increases from 1d4 to 1d6 necrotic
and Necrotic damage onto any that the existing weapon does. damage.
This blade will disappear at the end of the turn it is Refreashing Path
summoned.
This feature can be used once per short rest. You may use The Path now draws the lifeforce of those on it and feeds it
this feature one additional time per short rest at levels 4, 8, to the Nightblade. Restore health by the amount of damage
12, 16, and 20. dealt by the Path of Darkness.
Surprise attack Aspect of Terror
When striking from stealth or when initiating combat this One Creature within sight of the player character is striken
blade will now also stun the target for 1d4 turns. Add an with the Fear status on a failed save roll vs wisdom (DC 12).
additional 1d10 necrotic damage. The victem see's the Nightblades soul visibly brighten an
glow out of their Mouth, Eyes, and nostrils. The Frightened
Concealed Weapon condition lasts 1d6 turns.
This feature may be used once per long rest. You may use
The Blade is fully invisible when used and all strikes are this feature one additional time per long rest at levles 13 and
made at advantage. Additionally while forgoing additional 17.
damage the character may take a movement action both
before and after the attack is made. No attack of oppertunity Mass Hysteria
is incured if leaving the range of the enemey you attacked. All
other attacks of oppertunity are as normal. The Aspect of Terror now makes itself known and poors
from the face of the Nightblade and affects all hostile
Shadow Cloak creatures that have the Nightblade within line of sight.
The character becomes enshrouded by a thick veil and is Manifestation of Terror
rendered invisible for 1d4 turns (Min. 1). The character is not
immune to damage nor detection. The character may make a Instead of leaving the body, the Aspect of Terror shows
stealth roll to be sonsidered in stealth. Attacks made against itself too the chosen victim and they alone. In addition to the
you in this form are made with disadvantage. Attaqcking or frightened status the creature, on a failed DC 16 roll, how
interacting with the world around you will dispell the Shadow halves their movement speed and may either attack or move,
Cloak. not both.
This feature may be used once per short rest. You may use
this feature one additional time per short rest at levels 6, 9,
12, 15, and 18.
Shadowy Disguise
Summon Shade This feature can be used once per short rest. You may use
A shadowy figure, only vaguly resembling a person, appears this feature one additional time per short rest at levels 4, 8,
directly in front of the Nightblade in order to distract and 12, 16, and 20.
attack the enemy. For purposes of damage the Shade is Funnel Health
equipped with the same shadow weapon as per Veiled Strike,
dealing 1d10 Necrotic damage. The Shade lasts for 4 turns When healing is done with Strife it allows the Nightblade
and has 1/4 the health of the Nightblade. Once this damage to split the healing between themselves and one other ally
has been spent up the shade will disperse, even if the 4 turns however they wish up to 100 percent to either individual.
are not up.
This feature may be used once per long rest. You may use Swallow Soul
this feature one additional time per long rest at level 15. While the Strife ability itself remains the same, Swallow
Dark Shades Soul allows the Nightblade to pull on any healing done to
them as though targetting it with Strife. Add 1/4 of any
Instead of a single Shade two are now summoned, both the healing done again.
same as per the base ability. If desired only one shade may be
summoned, though there is no benefit for this beyond Agony
situational need. All creatures experience pain, and when the Nightblade uses
this feature the targetted creature temporarily remembers
Shadow Image such pain vividly. On a Failed roll DC14 Wisdom save the
The Shade is much more substantial than the base ability, targetted creature is incompacitated for 2 turns. On a success
having 1/2 the health of the Nightblade and dealing 2d10 they are incompassitated for one turn. Target takes 1d8
necrotic damage with their shadow weapon. Additionally the Psycic damage and an additional 1d8 Psycic damage at levels
Nightblade may activate this ability at a distance of up to 40 6, 9, 12, 15, and 18, for each turn it starts under the effects of
ft. If the Nightblade activates this ability a second time they Agony.
Shade may move to anypoint within 40 ft of the Nightblade. This feature may be used once per short rest. You may use
this feature one additional time per short rest at levels 6, 9,
Consuming Darkness 12, 15, and 18.
The Ultimate show of the Shadow of the Soul. This powerful Prolonged Suffering
ability creates an area of effect that follows the Nightblade,
with a twenty ft. radius. All enemies within the AoE have only On a failed DC14 Wisdom save the target is
a third of their movement speed, rounded up to the nearest Incompacitated for 4 turns. On a successful save they are
five. Additionally the Nightblade and all allies withing the Aoe Incompacitated for 2 turns.
reduce damage taken by 1/4. Lastly, at will the Nightblades
allies may use become invisible for 1 turn as per shadow Malefic Wreath
cloak. The pain of the targetted individual is so intense that the
This powerful ability last for 1d6+1 turns. last turn Agony is active all creatures within 5ft take Psycic
This ability may be used once per Long Rest and lasts 1d6 damage at the same time and amount as the main target.
turns.
Bolstering Darkness Cripple
Similar to Agony, Cripple causes the target to feel intense
In addition to the above bonuses the Nightblade reducs pain in their extremities, combined with the abilities learned
damage done to themselves by half (In addition to the base with Strife, letting the Nightblade pull out their enemies own
1/4, bringing their total damage reduction to 3/4 agility and swiftness. In addition to 1d6 Psycic damage, and
an additional 1d6 Psycic damage at levels 7, 10, 14, 17, and
Veil of Blades 20, from the sudden pain, the targets speed is reduced by half
In addition to the above bonuses the Nightblade's while the Nightblades speed is increased by half of the lost
Consuming Darkness now deals 1d4 Necrotic Damage at the amount for 2d4 turns. Damage is not reoccuring.
start of each turn that a creature starts within the AoE. This feature may be used once per long rest. You may use it
one additional time per long rest at levels 10, 15, and 20.
Path of Siphoning Debilitate
The Path of Siphoning to some, Pullers to others, Soul The pain suffered is increased greatly, causing the damage
Vampires to the more pesimistic of Nightblades. The Souls to reoccure at the start of each of the targets turns.
response to its damage is to try and fill the void, repair the
damage with the lifeforce of those who threaten them. Crippling Grasp
Strife The Spike in pain is initally disabling, causing the target to
The basis of all Siphoning abilities, Strife allows the be incompacitated for the first turn it is in effect.
Nightblade to pull out the Lifeforce of another, dealing 1d6
Necrotic damage per every other level of Nightblade taken,
up to 10d6. 1/4 of the damage taken is returned to the
Nightblade as health up to max health. Range 100 ft.
Siphoning Strikes Where the Path of Shadows brings forth the darkness of the
Your weapon is imbued with the same Siphoning power as Soul and the Path of Siphoning shares its suffering, the Path
Strife, dealing 1d6 Necrotic damage and an additional 1d6 of
Necrotic Damage at levels 10, 13, 16, and 19 for four turns. Assassination is seen as the Soul releasing its anger onto
This feature may be used once per long rest. You may use the world in pure rage. It coalecess into solid force for the
this feature one additional time per long rest at levles 13 and Nightblade to use against its foes.
17. Even among the Nightblades those who walk this Path are
called Killers, Assassins, and are feared for what they can do.
Leeching Strikes Of course the Assassin's say the same of the others too.
Just like with Strife, Leeching Strikes allows your Assassin's Blade
Siphoning Strikes to take a portion of the damage dealt and From where the Path name comes, this feature creates a
heal the Nightblade. 1/4 of damage dealt is restored to the piercing blade similar to the Path of Shadows blade. Dealing
Nightblade as healing. 1d6 Piercing damage plus 1d4 Force damage at Levels 5, 10,
Siphoning Attacks 15, and 20. If the target is at or under 1/4 of their max health
deal 300% of damage rolled after resistances. Thiss Weapon
Using a powerful pull, the Siphoning Strikes now deals can either be formed from nothingness or around another
d10's of Necrotic Damage . weapon. Deal weapon damage in addition to the Assassin's
Blade damage.
Drain Power This feature can be used once per short rest. You may use
Where Strife is the basis for all of the Path Abilities and this feature one additional time per short rest at levels 4, 8,
Siphoning Strikes is a refining of the technique, Drain Power 12, 16, and 20.
is pure brute force siphoning. All creatures within a five ft. Killer's Blade
radius take 1d12 Necrotic Damage and an additional 1d12 at
levels 12, 15, 18, and 20. The Assassins blade is already deadly, but every blade can
This feature may be used once per long rest. You may use be poisoned. Add 1d4 necrotic damage per Soul Path Feature
this feature one additional time per long rest at level 15. unlocked. If the target dies from the Assassin's blade then the
Power Extraction Necrotic damage is returned as healing to the Nightblade.
With their previous experience in dealing pain directly to Impale
an individual, the Nightblade can cause up to half the damage Where the Killers Blade and Assassin's blade require the
dealt deal Psycic damage instead of Necrotic. target to be within striking distance of the target, Impale
Sap Essence allows the Nightblade to be up to 45 ft away. While their
weapon damage will not be added unless within melee range,
Tapping in more fully to the essense of Strife, Sap Essence the added comfort room offers a certain degree of protection
allows this feature to heal you and any allies within a fifteen ft otherwise missed.
radius. 1/4 of all damage dealt can be split between any ally
within range and the Nightblade for healing purposes. Teleport Strike
The Nightblades power pushes him through the air so swiftly
Soul Shred that it appears as though they have teleported. Line of sight is
The Ultimate expression of Siphoning, allowing the needed and on arrival a small burst of energy announces
Nightblade to combine the skill of Siphoning Strike's with the their arrival, damaging whomever is in front of them for 1d4
brute force of Drain Power. All hostiles within a 20 ft radius of force damage and an additional 1d4 Force damage at
are dealt 6d6 Necrotic and 6d6 Psycic damage and are levels 6, 9, 12, 15, and 18 and stunning them on a failed DC12
stunned for their next turn on a DC16 failed Constitution dexterity save. The Nightblade cannot attack on the turn that
Save. On a successful save they are not stunned. 1/4 of all the teleport, needing to use the oppertunity to righten
damage dealt is returned to the Nightblade and any ally themselves from their sudden movement.
within the AoE for healing purposes. This feature may be used once per short rest. You may use
This ability may be used once per Long Rest. this feature one additional time per short rest at levels 6, 9,
12, 15, and 18.
Soul Siphon
Lotus Fan
The Pull is so great that a full half of the Damage dealth is
returned as healing instrad of 1/4, though the Soul Shred no With this level of mastery the Nightblade unleashes a
longer Stuns the enemies, having become more efficent at evistating magical attack at the point of their arrival, adding
drawing out their essense. an additional 1d4 of piercing damage for each Soul Path
feature unlocked. To the enemy it appears as though the
Soul Tether Nightblade throws a fan of blades at them. On a successful
In place of healing the Nightblade focus' on pule DC14 stun for 2 turns instead of 1.
unadultrated damage, dealing 6d12 damage instead of 6d6 Ambush
for both Psycic and Necrotic damages.
Path of Assassination
Rather than adding additional power to their swift The Nightblade choses a target and for the duration of this
movement,the Nightblade masters their movements, allowing ability, 1d4+1, may only attack their chosen target or move
for them to take a full attack OR movement action in addition closer to them with standard moves. No other techniques
to their Teleport. may be used. After successfully striking the target four times
with either Melee or ranged attacks the Nightblade may take
Blur a bonus action to either throw or shoot an astral arrow know
To the enemy this Feature does exactly as it name implies, it as Assassin's Will. Roll to strike as per standard attack and
creates a field of magical energy that blurs them, making the arrow does 1d10 Piercing and an additional 1d10 at
them harder to hit. Roll a 1d20. On a 1, 2, 3, or 4 the attack levels 12, 15, 18, and 20.
completly misses the Nightblade. This lasts 1d4 turns. This feature may be used once per long rest. You may use
This feature may be used once per long rest. You may use it this feature one additional time per long rest at level 15.
one additional time per long rest at levels 10, 15, and 20.
Relentless Focus
Mirage
The Nightblade is so focused on their target that they can
Mirage takes Blur's inate magical properties and uses it to ignore and shrug off damage for the duration of their Focus.
help protect the Nightblade from additional damage. You are All damage from the Target is treated as though resistant and
resistant to Physical and magical damage for the duration of all damage is delayed until after the Grim Focus is over,
Blur. whether it is successful or not. If the amount of damage
accrued would be enough to reduce the character to 0 hit
Double Take points then Grim Focus automatically ends.
The Nightblade uses the innate magical properties of Blur Merciless Resolve
and uses it to enhance themselves further. Add 10 to your
movement for the duration and now you evade on a d20 roll The Nightblade channels all of their focus and rage into the
of 1-5. astral bow and Assassin's Will now deals an extra 1d10
Radiant Damage per Soul Path Feature unlocked.
Mark Target
The Nightblade places a magical mark apon their enemy. Death Stroke'
This mark is visible to any who look at the Target and cannot The Assassin's Ultimate tool, the Nightblade jumps into the
be hidden. Additionally the Nightblade always knows where air and spins rapidly, propelled by magic and in a fifteen ft
their mark is. If cast on an inanimate object the mark will last radius all creatures are struck by magical blades, dealing
8 hours per Soul Path Feature unlocked. On a creature the 6d12 slashing damage and 6d12.
Mark lasts for 1d6 turns. This Feature may be used once per Long Rest.
This feature may be used once per long rest. You may use
this feature one additional time per long rest at levles 13 and Incapacitating Strike
17. An additional 3d12 of Necrotic Damage is dealt and all
Piercing Mark creatures within the must make a successful Save Vs. Dex
DC15 or be stunned on their next turn.
The Mark weakens enemy resistances and further weakens
the target to piercing damage. For the purpose of this feature Soul Harvest
Immunities become resistances, resistances are normal. Only 1/4 of all damage dealt is added as temporary Health for
Piercing Damage can be brought down to vulnerable. the remained of the Combat.
So an enemy that is Immune to piercing and Slashing
damage would now have no resistances to Piercing damage
and only be resistant to Slashing damage. But an enemy that
is Resistant to both Damage types would now be Vulnerable
to Piercing.
Reaping Mark
The Mark goes Soul deep and if the target dies while the
Mark is on them the Nightblade gains Temporary health
equal to 4d8 or a quarter of the enemies Max HP, whichever
is lower.
Grim Focus
Credit: Kyounghwan Kim
I like to Imagine this little guy is a tiny Nightblade. he's
seen some shit!

1 PART 1 | FANCINESS

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