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Darknaught

Darknaught

Embrace the darkness within, and fear not any evil without. Weapons associated with the Darknaught school are greatswords, spiked gauntlets, spiked shields, and warhammers. Kicking and biting are also entirely acceptable. Darknaught's primary ability score is strength, and its skill is intimidate.

1st
  • Dark Mind – Counter – When attempting an will save, you may instead make a concentration check. The source of the triggering effect takes 1d8 points of psychic damage, increasing to 2d8 points of psychic damage if you succeed on your save. You may spend inspiration on this technique, increasing the psychic damage by +1d8 for every point; if you spend at least 3 points, you gain your average scaling bonus on the concentration check, and your high scaling bonus if you spend at least 5 points.
  • Dread Glare – Stance – An enemy attacking an allied creature within 60 feet other than yourself takes psychic damage equal to your average scaling bonus. You gain your average scaling bonus on intidimate checks.
  • Fiery Spite – Stance – Foes that strike you take fire damage equal to your high scaling bonus, or fire damage equal to your low scaling bonus if attacking one of your allies within 20 feet.
  • Spiked Shield – Counter, Reaction – Your armor class increases by +2 against the triggering attack, and your attacker must make a reflex save or take 1d8 points of damage. If you are struck by the attack, your attacker takes an additional 1d8 points of damage. You may spend inspiration on this technique, increasing your bonus to armor class by +1 and the base and bonus damage by +1d8 each per point of inspiration spent.
    2nd
  • Black Flame – Counter, Reaction – Deal 3d8 points of fire damage to a foe that struck you.
  • Cornered Rat – Strike – You may make an additional attack as part of your attack action; if you are flanked and attack at least two separate foes, you gain your low scaling bonus on the attack rolls made. If you spend at least 2 inspiration points when using this technique, it is not expended.
  • Shield of Steel – Counter, Reaction – You may make an attack roll and use the result as your touch AC against the triggering attack.
    3rd
  • Dread Blade – Strike – Make an attack against a foe; if that foe has struck you or an ally within the last round, you gain your low scaling bonus to the attack roll and deal +3d8 damage. If that foe dealt a critical strike to you or an ally within the last round, you instead gain your high scaling bonus and the damage is instead +5d8. You may spend inspiration on this technique, increasing the damage bonuses by +1d8 and +2d8 respectively per point of inspiration spent.
  • Ki Purge – Counter – When affected by a negative condition, such as disease, poison, or a spell, negate that condition on yourself.
  • Shadow Tag – Stance – Foes within 10 feet of you take cold damage equal to 1d8 + your level and provoke an attack of opportunity from you when attempting to move away from you, and must succeed on a combat maneuver check against your CMD plus your average scaling bonus or have their movement reduced to 5 feet.
  • Spiteful Bluff – Boost – As a swift action, you incite nearby foes to attack you, triggering an attack of opportunity from all foes that can reach you in melee. The foes that attack you take 3d8 points of psychic damage, and you gain your high scaling bonus on your next attack roll against them if it is within 3 rounds. You may spend inspiration on this technique, increasing the psychic damage by +2d8 per point of inspiration spent.
    4th
  • Evil Eye – Counter – When you are attacked, the source of the triggering effect must roll twice and take the lower result. This persists for 3 rounds afterward.
  • Pinned Hare – Strike – As a move action, you may make an attack against all foes currently threatening you within reach. You gain your average scaling bonus on attack rolls against foes that are flanking you.
    5th
  • Black Spot – Strike – Make a spell attack against one foe within 30 feet of you. If successful, foe gains vulnerability to psychic damage and must make a will save or take 3d8 points of psychic damage each round for 3 rounds. You may spend inspiration on this technique, increasing the damage by +1d8 and duration by 1 round per point of inspiration spent.
  • Dark Mirror – Boost – You gain the benefits of mirror image, and may expend one image to flank a foe with yourself and make an attack roll with advantage. After the attack resolves, you may choose either flanking square to be your true position.
    6th
  • Darknaught – Stance – If take damage less than half your level plus 5, and it would reduce you to 0 hit points, you are instead reduced to 1 HP. You gain immunity to psychic damage, and resistance to bludgeoning, piercing, and slashing damage. You take 3 points of damage at the end of your turn while in this stance which ignores the effects of this stance.
  • Dread Path – Strike – You deal 8d8 points of damage in a 30 foot line, and 4d8 points of damage to all foes adjacent to that line. This damage is half psychic and half divine, and a successful dexterity save halves this damage. You may spend inspiration on this technique, increasing the primary line's damage by +2d8 per point spent, and the secondary damage by +1d8 per point spent.
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Page last modified on February 14, 2023, at 12:11 AM