Level 6 Dark Knight

Name: Rakim Sekar
Age: 28

HP: 44/52
Hit Dice: 1d10 (or 6)
Armor Class: 18
DR: 3
Speed: 30 ft
Dark Vision: 60 ft
Prof Bonus: +3
Passive Perception: 12
Saving Throws CON, CHA
Darkside Bonus: 1d6

Attribute Stat Mod
STR 18 +4
DEX 10 +0
CON 14 +2
INT 8 -1
WIS 12 +1
CHA 14 +2

Weapon Attacks

Attack Type Type Damage
Unarmed Piercing 1d6+STR
Longsword Slashing 1d10+STR
Greatsword Slashing 2d6+STR


  • Athletics
  • Intimidation
  • Perception
  • Deception


Urban Vigilante
Tool Profs: Card Games, Thieves Tools
Effect: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.


Dark Arts (6/6)

Unmend: Action - 60 feet - 2 Well of Darkness
Effect: The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Reprisal: Reaction - 60 feet - 2 Well of Darkness
Trigger: Being damaged by target in range
Effect: The target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Unleash: Action - Self (10 foot radius) - 2 Well of Darkness
Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Power Slash: Action - Touch - 4 Well of Darkness
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Dark Knight Spell DC = 8 + Prof Mod + CHA Mod
Dark Knight Spell Attack Modifier = Prof Mod + CHA Mod


Mythril Plate Armor 18 AC
Shield +2 AC
Boots of False Tracks Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Charlatan's Die Whenever you roll this six—sided die, you can control which number it rolls.
Pipe of Smoke Monsters While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Potion of Healing Quantity(4): You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Gold 320g


Heavy Armor Master +3 DR vs physical attacks
Darkside: As a bonus action you may activate Darkside for the turn. When you take the attack action under the effects of Darkside, you can your all of your damage rolls deal additional damage.

Abyssal Channeler: Learn a Dark Art at 6, 11, 17.

Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.

Dark Knight Levels Maximum Points for a Spell
6th-8th 4
9th-12th 5
13th-16th 6
17th-20th 7

Other Bonuses

Snout: Gain advantage when making perception checks involving the sense of smell.
Desertborn: You are naturally adjusted to desert climates.
Savage Attacks: Roll another damage die on critical hit.
Natural Armor: 13+Dex
Bite: Bangaa deal 1d6+STR piercing damage as their unarmed strike.

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.
Dark Vision: 60 ft dark vision, edgy red eye glow
Extra Attack: Can attack twice when taking an Attack action.

What Haste Does - Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only lo lake the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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