The Dark Legion
Villian Class for 5th Edition D&D
The Dark Legion of the Nine Circles
Deep from within the legions of Hell resides a Devil that has inspired some of the worst of mankind, Bel is his name.
Bel, the Warlord of the first circle of Hell, pays little attention to the world outside of Hell.
Bel is no ordinary pit fiend. The ground shakes and all but the strongest archdevils are cowed when the legendary general walks by. His strategic mind is respected by even his most hated rival and fear by the most vile balors in the depths of the Abyss.
Bel
Large fiend (devil), lawful evil
- Armor Class 25 (natural armor)
- Hit Points 620 (40d10 + 400)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 30(+10) 18(+4) 30(+10) 26(+8) 22(+6) 28(+9)
- Saving Throws Dex +13, Con +19, Wis +17
- Skills Athletics +19, Deception +18, Perception +15, Persuasion +18
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks; cold, fire, and poison
- Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 25
- Languages Common, Infernal, telepathy 240 ft.
- Challenge 30 (155,000 XP)
Fear Aura. Any creature hostile to Bel that starts its turn within 60 feet of him must make a DC 26 Wisdom saving throw, unless Bel is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours.
Innate Spellcasting. Bel’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, fireball, hold monster, zone of truth
3/day each: delayed blast fireball, dominate monster, fire storm, wall of fire
1/day each: meteor swarm
Legendary Resistance (3/day). If Bel fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Bel can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Bel’s weapon attacks are magical.
Actions
Multiattack. Bel makes four attacks, one with his bite, two with his greatsword, and one with his tail.
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) piercing damage. The target must succeed on a DC 27 Constitution saving throw or become poisoned. While poisoned this way, the target can’t regain hit points, and it takes 28 (8d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Greatsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 28 (8d6) fire damage.
Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or become prone.
Legendary Actions
Bel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bel regains spent legendary actions at the start of her turn.
Tail Attack. Bel makes a tail attack.
Teleport. Bel teleports 30 feet.
Fire Breath. Bel breathes fire in a 90-foot cone. Creatures in the area must succeed on a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed saving throw, or half as much on a successful one.
Notorious Pitfiend
Asmodeus Above All. Bel is the former and present general and adviser of Zariel, the current ruler of Avernus by decree of Asmodeus. During Zariel’s first reign, Bel served his mistress loyally, until she plotted to overthrow Asmodeus. Bel betrayed Zariel in order to please his greater master Asmodeus. As a reward for his loyalty, Bel became the Archduke of Avernus when Zariel was overthrown. Overtime Zariel proved her loyalty to Asmodeus once again and Bel fell from the dark god's favor. Zariel once again ruled Avernus and Bel was demoted. This was the will of Asmodeus, and though the decision was a slap in the face to Bel, he respects the hierarchy of the Nine Hells above all. It is an insult to serve Zariel, who delights in keeping Bel as an advisor, but he will not go against the word of Asmodeus.
Coveter of Power. Though Bel will not directly oppose or betray Asmodeus, he still desires his old station as Archduke of Avernus. To this end Bel seeks creatures who operate outside of the hierarchy of the Nine Hells. Bel’s plots are layered and complex. The strange bedfellows he makes are often unwitting adventurers who don’t realize the true consequences of their actions until it is too late. Bel seeks Zariel overthrown again, this time permanently, or a way to coerce Asmodeus.
Dangerous Deceiver. Bel is an engaging liar. He forges perfectly worded contracts that have deceived ancient gold wyrms into handing over their souls. The devil can look into the soul of any person and tell them exactly what they want to hear in order to get his desired reaction.
Brilliant General. For centuries Bel has been leading armies of devils in Avernus, the first line of defense against the Nine Hell's incoming threats, namely demons from the Abyss. He has been fighting the Blood War for as long as he can remember and the fact that he has survived and thrived in this environment is a testament to his strategic mind and the loyalty of his troops.
Note: For more information on Bel, read page 56 of the Dungeon Master's Guide and the third edition Dunegons & Dragons supplement Fiendish Codex II: Tyrants of the Nine Hells.
The Dark Legion
For those wicked and treacherous humans that fail to resist their darkest of urges they find themselves a part of The Legion of Nine Circles.
This order is very secretive and highly structured. Members must be Human, however their armies may be composed of other races it is usually as militia.
Test of Bel
As the Legion of Nine Circles there is a rigid difficult test to pass to become a member of the Legion. One designed to ensure that squires are dedicated to the legion itself. Ranking Knights of all three orders are present to administer the test, with the two spellcasters using combinations of spells to create illusions and mental images that seem absolutely real to the squire.
The test centers around three themes:
- Vision
- Order
- Obedience.
Problems giving in the test include the following assessments: Will the knight sacrifice whatever is necessary – power, fortune, a loved companion, life itself – to remain loyal to the order? Is obedience more important to the tested knight than sentiment and compassion? Will the knight obey a command even if means the sacrifice of the knight's own life or the lives of those he loves?
Rare cases may require the knight to go on an important quest in lieu of an illusionary test, though the problems faced in such a test are inevitably similar.
Failure of the test results in death. But if the knight passes the ordeal, he is taken to a dark temple for four days of fasting and prayer, at the end of which the Skull Knights name him a new Knight of the Rose, who may then join his new order.
Blood Oath
"Submit or die" is the phrase that binds all Dark Knights to their cause. All personal considerations must be secondary. Total obedience does not mean that a Dark Knight is not allowed to use intelligence or creativity, however. Their use is dictated by the Code.
The Code
The Code is a firm set of laws. The text is direct and the rules are strict, but there is room for exceptions and flexibility. The Code is written primarily to deal with military situation, but cleverly phrased so that it applies to the personal lives of the Dark Knights. Matter can be distributed and adjudicated by high-ranking knights, with each case decided on its own merits.
Legion Composition
The Legion is composed of knights from various orders. Each order specializing a specific type of tactic with the most basic of nature, a fighter, a cleric, and a mage. The table presented is to provide guidelines for creating the legion's units.
Each unit is led by an officer with the most basic of levels presented below. Each officer is required to take the leadership feat if they are to expect to lead.
Within the Orders are Sects which specialize even further with an intent. The most legendary knights of the legion rarely keep to one single school of thought. The majority of the knights however stay to a single progression of sprecialization within their chosen sect.
Clerics and Warlocks join the legion as well, but not as Knights only as an auxillary force. See the Order of the Skull and the Order of the Thorn Prestige Classes.
Legion Organization
The ranks are specific to each Order, however when a knight attains Warden, they are a warden of their order but they may command Knights belonging to Skull or Thorn.
Rank Structure
All knights are called knights, and officially become one at level 5.
| Level | Rank |
|---|---|
| 1-2 | Page |
| 3-4 | Squire |
| 5-10 | Knight |
| 11-15 | Veteran Knight |
| 16-20 | Master Knight |
Titles
These are official titles and ranks given to recognized leaders within the Order. Each title commands a group of knights. These are usually the most charismatic or intelligeant of leaders.
| Titles | Number of Units | Unit | Composed of Knights |
|---|---|---|---|
| Knight Sergeant | 1 | Squad | 12 |
| Knight Lieutenant | 4 | Fist | 50 |
| Knight Captain | 3 | Companies | 155 |
| Knight Commander | 6 | Wing | 940 |
| Knight Warden | 6 | Brigades | 5,652 |
| Master Knight | 6 | Circle | 16,969 |
| Lord Knight | 3 | Cohort | 50,920 |
| Grand Master | 3 | Legion | 152,760 |
Order of the Black Rose
These are expert fighters who do not wield magic. They are the core of the Legion. Those that rise to the highest of it's ranks are some of the most lethal of fighters.
Required:
- Human parentage (half humans allowed)
- Lawful Evil
Those who pledge to the order of the Black Rose, are first considered pages before becoming a selecting a Martial Sect that they will be squires for.
Class Features
As a member of the order, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Black Rose Knight level
Hit Points at 1st level: 10 + your constitution modifier hit points
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Black Rose Knight level
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: strength, constitution
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, and Survival.
the Black Rose
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Fighting Style, Dreadful Carnage |
| 2nd | +2 | Action Surge |
| 3rd | +2 | Sect |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Die Hard |
| 7th | +3 | Sect |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Indomitable (one use) |
| 10th | +4 | Black Rose Aura |
| 11th | +4 | Sect |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Indomitable (two uses) |
| 14th | +5 | Extra Attack (2) |
| 15th | +5 | Sect |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Action Surge (two uses), Indomitable (three uses) |
| 18th | +6 | Sect |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Invincible Conqueror |
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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 a shield.
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.
Add more fighting styles, at least 2 more
Dreadful Carnage
Members of the Black Rose are an intimidating force. Slaying an enemy demoralizes your other nearby foes. Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate skill check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
Demoralized targets suffer disadvantage on all attacks and skill tests against you for a number of rounds equal to your proficiency bonus. Resisting the Intimidate skill is a Wisdom save DC 8 + the creature's proficiency bonus + Strength or Charisma bonus.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Sects of the Black Rose
At 3rd level, you choose a Sect that you strive to emulate in your combat styles and techniques.
Ability Score Improvement
At 4th level, 8th level, 12th level, 16th level 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Die Hard
You've trained to weather blows that would kill most people, gaining the following benefits:
- If you go 0 hit points, you would have to fail 4 death saves to die, but make only 3 to live.
- You gain a +2 bonus on death saves.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Black Rose Aura
Starting at 10th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
This aura effect has a maximum distance of 30 feet if the friendly creature is another member from the Legion of Nine Circles.
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of Bel, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20. Once you use this feature, you can’t use it again until you finish a long rest.
Martial Sects
There are three Martial Archetypes that are unique to the Order of the Black Rose. The Bastard Knight, the Knight Cavalier and the Blood Sect. Since the order makes up the core of the Legion. Each of the Martial Archetypes is very unique and specialize in certain types of fighting.
Bastard Knight Sect
A foot soldier like knight, specializing in sword and shield or great weapon fighting usually. They are the front line infantry of the Legion.
Heavily Armored
Upon entering this Sect, Bastard Knights become proficient with Heavy Armor.
Additional Fighting Style
Upon entering this Sect, you can choose a second option from the Fighting Style class feature.
Front Line
At 7th level, depending on the fighting styles you have chosen you may select one of the following enhancements.
Shield Wielder. You may use a shield as an off-hand light weapon as a bonus action, the shield does 1d4 damage. You cannot add your modifer to the damage unless you have Two-Weapon Fighting feat.
Man-at-arms. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Highguard. While using a two handed weapon you gain greater proficiency with defenses and can deflect attacks more efficiently, you gain a +1 to AC.
Hold the Line
At 11th level, you master the ability to harass and slow your enemies. When adjacent to you an ally, as a reaction when a creature moves within 5 feet ofyou, you can make one melee weapon attack against that creature. If you hit, the target’s speed is reduced to 0 until the end of their turn. The opponent may take the Disengage action to retreat.
Bulwark
Beginning at 15th level, you can extend the benefit ofyour Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Defender’s Blade
At 18th level, you respond to danger with extraordinary vigilance. Once per round, you can use your reaction to make a single opportunity attack.
In addition, you gain a +1 bonus to AC while wearing heavy armor.
Knight Cavalier Sect
A knight specializing in mounted combat, they are dedicated to their mounts, often a warhorse but occasionally can be something different.
Born to the Saddle
Starting at 3rd level, mounting or dismounting acreature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. You also gain proficiency with Animal Handling.
Jousting Charge
At 7th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
- If you move at least 20 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) and push the target up to 10 feet away from you (if you chose to shove and you succeed).
Heavy Cavalry
You have trained to master the use of heavy armor, gaining proficiency with heavy armor. As a reaction to an attack on your mount, you can grant your shield's AC to your mount as a reaction.
Lancer
You become more proficient at using your lance. During a Jousting Charge you can choose to take a -5 penalty on attack to do 10 more damage. Your threat range for critical hits with a lance increases to 19-20. Upon a critical hit, your lance will break and become unusable.
Inspiring Surge
Starting at 18th level, when you use your Action Surge feature, you can choose two allies within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Blood Oath Archer Sect
A specialized knight that acts more as a scout for the Legion. They are ranged combat specialists.
Steady Aim
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of aranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: • The attacks ignore half and three-quarters cover. • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Careful Eyes
You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
Close-Quarters Shooting
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Uncanny Dodge
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.
Bastard Knight level 3
Heavy armored human, narrow-minded lawful evil
- Armor Class 21
- Hit Points 28 (1d10 + 2)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
- Condition Immunities
- Senses passive Perception 11
- Languages Common, extra
- Challenge 1 ( XP)
Fighting Styles. Defense & Protection.
***Action Surge. *** While the armor reamin motionless, it is indistinguishable from a normal suit of armor.
***Dreadful Carnage. ***
Actions
attack aciton. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Knight Cavalier level 3
Heavy armored human, narrow-minded lawful evil
- Armor Class 21
- Hit Points 28 (1d10 + 2)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
- Condition Immunities
- Senses passive Perception 11
- Languages Common, extra
- Challenge 1 ( XP)
Fighting Styles. Defense & Protection.
***Action Surge. *** While the armor reamin motionless, it is indistinguishable from a normal suit of armor.
***Dreadful Carnage. ***
Actions
attack aciton. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Blood Oath Archer level 3
Heavy armored human, narrow-minded lawful evil
- Armor Class 21
- Hit Points 28 (1d10 + 2)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 14 (+2)
- Condition Immunities
- Senses passive Perception 11
- Languages Common, extra
- Challenge 1 ( XP)
Fighting Styles. Defense & Protection.
***Action Surge. *** While the armor reamin motionless, it is indistinguishable from a normal suit of armor.
***Dreadful Carnage. ***
Actions
attack aciton. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Prestige Classes
Order of the Skull
This order's members dedicate their services of to the devil lord Bel. In return for their pure dedication Bel grants them with powers from hell. These various knights are similar to clerics but their pure dedication opens the door to receive great gifts from the Lord Bel.
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Sub-title
Prerequisites
In order to be considered to be a Skull Knight one must meet the following requirements.
- Strength 13.
- Charisma 13.
- Character level 8th.
- War Domain.
- Race: At minimum a Skull Knight needs to be half human.
- Pass a Test of Bel
Skull Knight
| Level | Features | Spellcasting |
|---|---|---|
| 1st | Divine Smite | — |
| 2nd | Fighting Style | +1 to Cleric level |
| 3rd | Combat Superiority | — |
| 4th | Extra Attack | +1 to Cleric level |
| 5th | Improved Combat Superiority | — |
Class Features
Hit Points
Hit Dice: 1d8 per
Hit Points per Level: 1d8 (or 5)
Divine Smite
Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend any spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. (Player's Handbook Errata)
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
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. 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 a shield.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
At 2nd level you gain the spellcasting capability of a Cleric plus 1 level. At 4th level you can add 2 to your Cleric levels to determine your spellcasting capability.
Example: If you are 8th level Cleric and 4th level Skull knight your Cleric spellcasting level is an effective level of 10.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 5th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 5th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Extra Attack
Begining at 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Combat Superiority
At 5th level, your superiority dice turn into d10s.
Maneuvers
The maneuvers are presented in alphabetical order.
Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. The advantage is lost if not used on the turn you gain it. (Player's Handbook Errata)
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Order of the Thorn
Casters that can wear medium armor, commonly mail.
Prerequisites
In order to be considered to be a Skull Knight one must meet the following requirements.
- Strength 13.
- Charisma 13.
- Character level 8th.
- Pact Magic. Fiend as the Patron.
- Race: At minimum a Skull Knight needs to be half human.
- Pass a Test of Bel
Ashen Bastard Knight
caster on foot
Gray Robbed Knight
mounted caster
Possibly remove the spell casting capabilities from this class.
Thorn Knight
| Level | Features | Spellcasting |
|---|---|---|
| 1st | Moderately Armored | — |
| 2nd | War Caster | +1 to Warlock level |
| 3rd | Combat Superiority | — |
| 4th | Medium Armor Master | +1 to Warlock level |
| 5th | Improved Combat Superiority | — |
Hit Points
Hit Dice: 1d8 per
Hit Points per Level: 1d8 (or 5)
Moderately Armored
You have trained to master the use of medium armor and shields, gaining proficiency with medium armor and shields.
Spellcasting
At 2nd level you gain the spellcasting capability of a Cleric plus 1 level. At 4th level you can add 2 to your Cleric levels to determine your spellcasting capability.
Example: If you are 8th level Cleric and 4th level Skull knight your Cleric spellcasting level is an effective level of 10.
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Medium Armor Master
You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Credits
The material that gave rise to this lawful evil group was inspired by The Solamnic Knights of Dragonlance and The Knights of Neraka. My overall goal was create a vicious villain that our heroes can fight against. I wanted something that was strong and a calculated evil that was borderline respectful but struck fear the hearts of good men.
I found in the process of creating this class that it was slightly different from just Fighter and Paladin. Therefore, creating a new martial class seemed the most logical. The class itself is rigid on purpose to be focused on an overall objective.
Every evil needs a core leader or a benefactor and that would have to be the Pit Fiend, Bel. Thank you James Introcaso for the conversion. I hope you don't mind but included him part of this document as the patron of the Dark Legion. I hope that you approve.
Material
"Not Your Average Pit Fiend" by James Introcaso
“The Dark Legion is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”
Artwork
Cover Art
"Knight" by Egakuro
Image located on Deviantart.com
Other works by Egakuro can be found at: https://www.deviantart.com/egakuro/