Dark Knight
About this class
The title of Dark Knight represents an array of martial professions, speaking of their blinded moral compass and unrelenting aggression, as well as the fear instilled in those who fight against them. While many Dark Knights decide to travel alone, they’re more inclined to follow those few they see true strength and value in. Dark Knights are known for fighting without hesitation even against what could be considered unwinnable odds, prioritising victory above all else. Wish thy never find themselves on the other end of a Dark Knights blade, as sure death is all that awaits.
(The Dark Knight is the antithesis of the Guardian)
Domains
Blade
Starting stats
Hope feature
Class features
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Relentless
Once per long rest, you can become Relentless. You gain an Relentless Die. At level 1, your Relentless Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Relentless Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Relentless. At level 5, your Relentless Die increases to a d6.
While Relentless, you gain the following benefits:
- You increase the severity of physical damage dealt by one threshold (Minor to Major, Major to Severe, Severe to Deadly).
- You subtract the current value of the Relentless Die from damage you take.
- You can’t be Restrained or Vulnerable.
Class items
- The symbol of your sworn nemesis or a picture of a loved one
Character questions
Background prompts
- Who from your community was taken from you, and why do you still think of them?
- You've been tasked with taking something important from somewhere dangerous. What is it, and where is it held?
- You consider an aspect of yourself to be a weakness. What is it, and why do you act like it isn't one?
Connection prompts
- Why did I choose to spare you when we first met?
- What small gift did you give me, that you notice I cherish in secret?
- What truth have you told me that I am absolutely certain is a lie?
Subclass cards
Printable via header menu
Redoubtable
Foundation
SPELLCAST TRAIT: Strength
No weakness: Gain a permanent 1 bonus to damage rolls
Stealed Strike: Whenever you roll a success with Fear, you can give the GM an extra Fear to gain a Hope and keep the spotlight.
Redoubtable
Specialization
No hesitation: Gain a permanent 2 bonus to damage rolls
Partners-in-War: When an ally within very close range rolls a success with Fear, you can give the GM a Fear to allow the ally to gain a Hope and keep the spotlight.
Redoubtable
Mastery
No mercy: Gain a permanent 3 bonus to damage rolls
In for the Kill: When an ally within Close range deals at least 1 Hit Point to an adversary, you can mark 2 Stress to sprint to their side and deal minor damage to the same adversary.
Retribution
Foundation
SPELLCAST TRAIT: Strength
Adapted Wounds: Lose a hit point slot to gain a permanent 2 bonus to your evasion.
Parry and Punish: When an adversary within Melee range fails on an attack against you, you can mark 2 Stress to deal minor damage to them.
Retribution
Specialization
Act of Requital: When an adversary within very close range of you spends any amount of Fear, you gain a bonus to your actions rolls equal to the fear spent until you next fail an action roll, take severe or greater damage, or the scene ends.
Retribution
Mastery
Sworn Nemesis: Spend 2 hope to temporarily isolate yourself and a target. While isolated you and the adversary can only see eachother as the target for abilities and attacks. When you succeed on an attack against the isolated target, you can deal half the damage dealt again after the first damage has been resolved.
Dark Knight
The title of Dark Knight represents an array of martial professions, speaking of their blinded moral compass and unrelenting aggression, as well as the fear instilled in those who fight against them. While many Dark Knights decide to travel alone, they’re more inclined to follow those few they see true strength and value in. Dark Knights are known for fighting without hesitation even against what could be considered unwinnable odds, prioritising victory above all else. Wish thy never find themselves on the other end of a Dark Knights blade, as sure death is all that awaits.
(The Dark Knight is the antithesis of the Guardian)
Domains
Blade + Dread
Starting Evasion
10
Starting Hit Points
6
Class Items
- • The symbol of your sworn nemesis or a picture of a loved one
Dark Knight’s Hope Feature
Frontline Assault : Spend 3 hope to increase your proficiency by two until you make a damage roll and deal 1 or more hit points to a target..
Class Features
Relentless
Once per long rest, you can become Relentless. You gain an Relentless Die. At level 1, your Relentless Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Relentless Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Relentless. At level 5, your Relentless Die increases to a d6. While Relentless, you gain the following benefits: - You increase the severity of physical damage dealt by one threshold (Minor to Major, Major to Severe, Severe to Deadly). - You subtract the current value of the Relentless Die from damage you take. - You can’t be Restrained or Vulnerable.
Dark Knight Subclasses
Choose either the Redoubtable or Retribution subclass.
Redoubtable
Play the redoubtable if you want to deal heavy blows to win the fight.
Spellcast Trait
Strength
Foundation Features
No weakness: Gain a permanent 1 bonus to damage rolls
Stealed Strike: Whenever you roll a success with Fear, you can give the GM an extra Fear to gain a Hope and keep the spotlight.
Specialization Feature
No hesitation: Gain a permanent 2 bonus to damage rolls
Partners-in-War: When an ally within very close range rolls a success with Fear, you can give the GM a Fear to allow the ally to gain a Hope and keep the spotlight.
Mastery Feature
No mercy: Gain a permanent 3 bonus to damage rolls
In for the Kill: When an ally within Close range deals at least 1 Hit Point to an adversary, you can mark 2 Stress to sprint to their side and deal minor damage to the same adversary.
Retribution
Play the Retribution if you want to strike down enemies who dare to cross blades with you.
Spellcast Trait
Strength
Foundation Features
Adapted Wounds: Lose a hit point slot to gain a permanent 2 bonus to your evasion.
Parry and Punish: When an adversary within Melee range fails on an attack against you, you can mark 2 Stress to deal minor damage to them.
Specialization Feature
Act of Requital: When an adversary within very close range of you spends any amount of Fear, you gain a bonus to your actions rolls equal to the fear spent until you next fail an action roll, take severe or greater damage, or the scene ends.
Mastery Feature
Sworn Nemesis: Spend 2 hope to temporarily isolate yourself and a target. While isolated you and the adversary can only see eachother as the target for abilities and attacks. When you succeed on an attack against the isolated target, you can deal half the damage dealt again after the first damage has been resolved.
Background Questions
Answer any of the following, or create your own.
- • Who from your community was taken from you, and why do you still think of them?
- • You've been tasked with taking something important from somewhere dangerous. What is it, and where is it held?
- • You consider an aspect of yourself to be a weakness. What is it, and why do you act like it isn't one?
Connections
Ask one of the following, or improvise.
- • Why did I choose to spare you when we first met?
- • What small gift did you give me, that you notice I cherish in secret?
- • What truth have you told me that I am absolutely certain is a lie?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.