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classes:blackguard:start

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The Blackguard

Hit Points

Hit Dice: 1d8 per level

Hit Points at 1st Level: 8 + 1d8 + CON

Hit Points at Higher Levels: 1d8 + CON

Proficiencies

  • Armor: Light armor
  • Weapons: Simple Weapons, Shortswords, Rapiers, Longswords, Hand Crossbows
  • Saving Throws: Dexterity, Intelligence

Skills: 4 Lore: 1 + INT Tools: 1 + INT Survival: 1 + WIS Languages: 2 + CHA

Equipment

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

  • (a) a rapier or (b) a finesse weapon
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

The Blackguard

Level Proficiency Bonus Exploit Dice Ploys Known Ploy Dice Features
1st +2 1d6 - - Blackguard's Craft, Expertise, Exploit Weakness
2nd +2 1d6 2 2 - d4 Cunning Action, Ploys
3rd +2 2d6 2 2 - d4 Blackguard's Craft Feature, Reactive Exploit
4th +2 2d6 3 2 - d4 Personal Journey
5th +3 3d6 3 3 - d6 Cunning Action, Cunning Strike, Uncanny Dodge
6th +3 3d6 4 3 - d6 Blackguard's Craft Feature, Expertise
7th +3 4d6 4 4 - d6 Evasion
8th +3 4d6 5 4 - d6 Cunning Action, Personal Journey
9th +4 5d6 5 5 - d6 Blackguard's Craft Feature
10th +4 5d6 6 5 - d6 Cunning Expertise
11th +4 6d6 6 6 - d8 Cunning Action, Reliable Talent
12th +4 6d6 7 6 - d8 Personal Journey
13th +5 7d6 7 7 - d8 Blackguard's Craft Feature
14th +5 7d6 8 7 - d8 Blindsense, Cunning Action, Expertise
15th +5 8d6 8 8 - d8 Slippery Mind
16th +5 8d6 9 8 - d8 Personal Journey
17th +6 9d6 9 9 - d8 Blackguard's Craft Feature, Cunning Action
18th +6 9d6 10 9 - d10 Elusive, Expertise
19th +6 10d6 10 10 - d10 Personal Journey
20th +7 10d6 11 10 - d10 Cunning Action, Unparalleled

1.

Blackguard's Craft

Every blackguard has a subclass, or a Craft, that defines them. Currently available are the Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. The Blackguard's Craft grants them features at 1st level, and then again at 3rd, 6th, 9th, 13th, and 17th level.

Expertise

Choose two skills in the skills section. It the Blackguard already has this proficiency, they gain expertise with this skill. If they were not already proficient, they gain the skill chosen instead.

Blackguards can choose an additional skill in the skills section to gain this benefit at levels 6, 10, 14, and 18.

Exploit Weakness

Once per turn, a Blackguard can deal an extra 1d6 damage to one creature they hit with an attack if either factor below applies: - They have advantage - An ally is within 5 feet of the target, and not incapacitated

The attack must be made with a finesse or ranged weapon, and not be at disadvantage.

This bonus d6 damage increases with level, as shown in the Blackguard class table.

2.

Cunning Action

Blackguards learn two Cunning Actions, which can be used for their Minor Action.
They learn an additional Cunning Action at levels 5, 8, 11, 14, 17, and 20.

Ploys

Ploy Dice

The Blackguard table shows the amount ploys known by level as well as the amount of ploy dice and their strength. Most ploys require that you expend one of your ploy dice in order to use them. Additionally, only one ploy can be used per turn. All ploy dice are regained upon finishing a short or long rest.

Ploy dice begin as d4s, but they increase in size by level. View the Blackguard level table for your Ploy Dice amount/total known.
One Ploys is known at second level from the Ploys list. You gain an additional ploy at level levels 4, 6, 8, 10, 12, 14, 16, 18, and 20.

3.

Blackguard's Craft Feature

Reactive Exploit

Blackguards can now use their Exploit Weakness ability during attacks of opportunity.

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Expertise

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Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

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