Blackguard “Death is expecting you; allow me to bring you together.” Class Traits Role: Defender. You are able to endure the most punishing attacks because of your high hit points and heavy armor. Your powers enable you to pull your enemies towards you and strike them down with Death’s Powers. You lean towards the striker as a secondary role.
Power Source: Shadow. You receive you power by serving the dark hunger of Death itself.
Key Abilities: Strength, Constitution, Charisma
Armor Proficiency: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield Weapon Proficiency: Simple melee, military melee, simple ranged Implements: Ki Focuses, Weapons in which you are proficient. Bonus to Defense: +1 Fortitude, +1 Will, +1 Reflex
Hit Points at First Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution Modifier
Trained Skills: From the class skills list below, choose four trained skills at first level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex)
Build Options: Reaper Blackguard, Shade Blackguard Class Features: Death Count, Death’s Blessing, Reaper’s Foe
Blackguards are the imposing knights of Death. Unlike the Paladin, you don’t serve a God or Goddess, but the power that affects all things, Death. The Assassin bargains with Death for its power, but is ultimately as fleeting to it as those who Death consumes, while the Blackguard is Death’s chosen warrior. Death grants his chosen with powerful hexes that enable its servants to utilize debilitating strikes and spells. With each enemy that a Blackguard kills, Death grants even more power to his black knight which increases your powers and allows you to shape you hexes in different ways. However, Blackguards are not ravenous killers. A Blackguard’s primary job is to make sure no one escapes Death’s grasp. Blackguards ease the passage of the dying, and hunt down those who try to escape. Those who oppose a Blackguard only bring themselves closer to Death. Exceptions are those released back by the Raven Queen, be it by a resurrection spell or a Remnant she has sent back, for she is Death’s mistress, deciding those whose time has come. No one knows why Death chooses those he does. While many may be Remnants sent back by the Raven Queen, most seem to be just random individuals. While some individuals may see Blackguards as anti-Paladins and forces of evil, they couldn’t be more wrong. While Blackguards may lack the more honorable ways of the Paladin, they are not strictly good or evil, as Death is accepting of all. In fact most are unaligned, as they see Death as a natural process of the world. There are temples in some secluded places of the world where some Blackguards gather to train initiates and as a point of operation to seek out Death’s enemies.
Blackguards rely on Strength, Charisma and Constitution for most of their key abilities, Strength bolstering their melee attacks and charisma bolstering their ranged attacks. High constitutions give Blackguards more hit points and increase the power of their debilitating attacks. Blackguards start with two common builds the Reaper Blackguard and the Shade Blackguard.
Reaper Blackguard You symbolize the power of Death itself. You prefer to use your powers to augment your already punishing blows, preferring heavy blades for their ability to dish out a large amount of damage, but also symbolize your position as Death’s Reaper. Your main ability score should be Strength followed by a high constitution to empower your poisonous and debilitating attacks. Charisma should be third for it will aid in your ranged powers. Select powers that focus on Strength to make the most of this build. Suggested Feat: Marked For Despair (Human Feat: Human Perseverance) Suggested Skills: Athletics, Endurance, History, Intimidate Suggested At-will powers: Death’s Blade, Reaper's Cull Suggested Encounter Power: Deadly Precision Suggested Daily Power: Call of the Dead
Shade Blackguard You are a shadow warrior. You shield yourself with the power of darkness, and drain the life energy from your foes with your attacks. A high charisma is a must, followed by strength for draining strikes. Constitution should be your third highest for more control of your enemies. Select powers that hinder your foes and protect your allies. Suggested Feat: Vile Darkness (Human Feat: Toughness) Suggested Skills: Diplomacy, Insight, Religion, Stealth Suggested At-will powers: Life Leech, Draining Grasp Suggested Encounter power: Dark Circle Suggested Daily power: Bane Blade
Characteristics: Like other defenders you boast the ability to take a lot of the heat of battle. However, you also boast some ranged powers to help you reach fleeing enemies or to bring enemies that got past back to you.
Religion: Blackguards use the Shadow power they recieve from the power of Death itself, and most Blackguards are content in their own religion focused on Death, the ultimate end. However, some also worship the Raven Queen for she is the one who marks the end of mortal’s lives. Other religions can be found, like ones that focus on Death as relieving pain may worship Pelor, but such cases are rare.
Races: Tieflings take naturally to the dark path of the Shade blackguard. Half-orcs have the strength to pursue the Reaper build and often choose it for its seclusion. Dragonborn fit the classes primary scores perfectly, and humans are also ideal candidates.
Death Count: All Blackguards have a list of those they have sent to the Shadowfell as well as those whose time has come. For each creature you kill in combat you gain a Death Point that you add to your Death Count which can then be used to enhance your blackguard powers. The number of points you can store are dependent on your level (explained in the following table).
Level Death Count Capacity Points you start with after an Extended Rest 1-5 1 0 6-10 2 1 11-15 3 1 16-20 4 2 21-25 5 2 26-30 6 3
Death’s Blessing You may choose one of the class features listed below:
Blessing of Darkness: You are blessed with defense. While not wearing heavy armor you can use your charisma modifier instead of your Intelligence or Dexterity modifier to determine your AC. In addition, you can add the number of points from your Death Count class feature to your Stealth checks.
Blessing of Despair: You have an Aura of Despair; enemies adjacent to you take a -1 penalty to all saves. In addition, whenever you have at least one point in your Death Count, whenever you drop of foe to 0 hit points with an attack, you gain a +1 bonus to your next attack roll to an adjacent enemy.
Reaper’s Foe You gain the Reaper’s Foe At-Will Power to keep your enemies attacking only you.
Death’s Mark Blackguard Feature Death hungers for your foe, your weapon his powerful maw. Ignoring him only makes him hunger more. At-Will* Shadow Free Action Trigger: You hit an enemy with an attack Target: The triggering enemy Effect: You mark the target. The mark lasts until your current target is killed. While a target is marked it takes a -2 penalty to attack rolls for any attack that does not include you as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. You must be within a number of squares equal to your Charisma or Constitution modifier of your target by the end of each of your turns or the mark will fade. You can only mark another target if someone supersedes your mark, your target dies, or your mark fades. In addition, if the marked enemy makes an attack that doesn’t include you as a target, you can slide the target a number of squares equal to your Constitution or Charisma modifier adjacent to you and make a melee basic attack against the target as an immediate reaction. If the target can’t be pulled in an adjacent space, then the marked target does not move and all enemies adjacent to you takes necrotic damage equal to the number of points you have in your Death Count. Special: Choose Constitution or Charisma to apply to all of this feature’s effects at first level.
Blackguard Powers Blackguards powers are called Hexes. They draw on the your dark connection with Death itself. These hexes imbue your strikes with dark powers, shape dark energies, and pull your enemies ever closer to Death’s Embrace.
Dark Flame Blackguard Attack 1 A black flame erupts on your foe, becoming worse if they ignore you. At-Will* Fire, Implement, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Reflex Hit: The target takes 1d6 + your charisma modifier fire damage and if the target doesn't end its turn adjacent to you by the end of its next turn, it takes additional fire damage equal to your constitution modifier. Level 21: 2d6 + Charisma modifier fire damage
Reaper’s Strike Blackguard Attack 1 A swing of your weapon seals the fate of those marked by Death At-Will*Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and if the target is marked by you, add 1d6 necrotic damage. Level 11: 1[W] + Strength modifier damage and if the target is marked by you, add 2d6 necrotic damage. Level 21: 2[W] + Strength modifier damage and if the target is marked by you, add 3d6 necrotic damage.
Draining Grasp Blackguard Attack 1 You reach toward a distant foe and a dark hand grabs it, stealing his energy as it pulls him to you. At-Will*Implement, Necrotic, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier and you pull the target 1 square. 11th level: pull the target 2 squares Level 21: 2d8 + Charisma modifier and you pull the target 3 squares.
Life Leech Blackguard Attack 1 Your weapon absorbs the blood of your foe, granting you their vitality. At-Will* Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you gain Temporary Hit Points equal to your Charisma modifier. Level 21: 2[W] + Strength modifier damage
Reaper's Cull Blackguard Attack 1 Undead must serve Death itself or be eliminated. Your blade is a curse amongst the infidel Undead. At-Will*Radiant, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If the target is undead add your charisma modifier to the damage roll. Level 21: 2[W] + Strength Modifier radiant damage
Dark Circle Blackguard Attack 1 You circle your blade on the ground which bursts with unholy radiance. Encounter*Implement, Radiant, Shadow Standard Action Close Burst 1 Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier Radiant damage
Deadly Precision Blackguard Attack 1 You aim your blow with Shadow precision, there is no escape. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage Miss: Half damage
Remnant Strike Blackguard Attack 1 You strike your opponent with such strength that another foe is hit by the force. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Make a secondary attack. Secondary Target: One creature adjacent to your first target. Secondary Attack: Strength vs. Reflex Hit: 1d6 + Constitution modifier force damage.
Poisonous Strike Blackguard Attack 1 A distracted foe is much easier to poison with your blade. Encounter*Poison, Shadow, Weapon Standard Action Melee Weapon Target: One creature granting you combat advantage Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Constitution modifier poison damage.
Baneful Strike Blackguard Attack 1 Your blade is enhanced with a curse that steals the energy from your foes, draining their focus. Daily* Necrotic, Shadow Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage and the target takes a -2 penalty on attack rolls (save ends). Miss: Half damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
Call of the Dead Blackguard Attack 1 The dropping blood of your foe causes skeletal hands to reach up and hold him in place. Daily* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 3[W] + Strength Modifier damage and the target is immobilized (save ends). Miss: Half damage and the target is immobilized until the end of your next turn.
Spectral Scythe Blackguard Attack 1 Using the power of Death, you conjure a spectral scythe that slices at your foe, each attack harder to avoid. Daily*Force, Implement, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Reflex Hit: 1d10 force damage. Effect: Make a Secondary Attack Secondary Attack: Charisma +2 vs. Reflex Hit: 1d8 force damage. Effect: Make a tertiary attack Tertiary Attack: Charisma + 4 vs. Reflex Hit: 1d4 + Charisma modifier force damage Effect: If all attacks hit then the target is knocked prone.
Invigorating Death Blackguard Utility 2 Upon slaying the one marked for Death, you are filled with a rejuvenated vitality. Daily*Healing, Shadow Minor Action Personal Requirement: You must have reduced a foe marked by you to 0 or fewer hit points during this turn. Effect: You regain hit points equal to 1d6 + your Charisma modifier + your Constitution modifier. Special: If you spend a point from your Death Count you can heal an ally within a range 5 instead of yourself.
Rebuking Blast Blackguard Utility 2 With a wave of your hand you push your allies away from your foes. Encounter* Shadow Minor Action Range 10 Target: One or two allies Effect: You slide each target 3 squares, this movement must be away from your enemies. Special: You can spend a point from your Death Count to add another ally to the effect.
Silent Armor Blackguard Utility 2 Death covers you in a veil of silence, so you cause no noise for a short time. Encounter* Shadow Minor Action Personal Effect: You gain a +5 power bonus to stealth checks and can ignore any penalty due to wearing heavy armor on sneak checks until the end of your next turn. Sustain minor: Spend a point from your Death Count. The effect persists.
Banishing Strike Blackguard Attack 3 A red glow encompasses your blade, banishing undead and cursing the living. Encounter*Radiant, Shadow, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier radiant damage and the target is marked until the end of your next turn. If the target is undead, add your charisma modifier to the damage and the target is also immobilized until the end of your next turn.
Deadly Spire Blackguard Attack 3 A spire of dark energy spikes out of your body skewering those around you. Encounter*Implement, Necrotic, Shadow Standard Action Close Burst 1 Target: Each creature in the burst. Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier necrotic damage and the target is slowed until the end of your next turn
Fearful Strike Blackguard Attack 3 Your blade shimmers in an evil glow as you strike, causing your foe’s bones to shake in fear. Encounter*Fear, Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and the target cannot shift until the end of your next turn.
Shade Guardian Blackguard Attack 3 Upon seeing your ally in danger, you conjure a shade that keeps the enemy distracted. Encounter*Implement, Necrotic, Shadow Immediate Interrupt Range 5 Trigger: An ally is attacked by a creature Target: The attacking Creature Attack: Charisma vs. Will Hit: The enemy takes a penalty to the attack role for the triggering attack equal to your Constitution modifier. If the attack misses, make a secondary attack. Secondary Attack: Charisma +2 vs. Reflex Hit: 1d10 + Charisma modifier necrotic damage and you pull the target two squares.
Soul Chains Blackguard Attack 3 You thrust out two shimmering chains that wrap around your foes and pull them to you. Encounter* Implement, Necrotic, Shadow Standard Action Range 10 Target: one or two creatures in range Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier necrotic damage and you pull the target a number of squares equal to your constitution modifier. If you target just one creature with this attack, increasedamage to 2d8 + Charisma modifier damage.
Blessing of the Dead Blackguard Attack 5 You enhance your weapon with the strength of those you have killed before to strike down your new target. Daily* Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC and you must spend a point of your Death Count. Hit: 3[W] + Strength modifier + Constitution modifier necrotic damage. Miss: Half-damage
Guillotine Blackguard Attack 5 You conjure a spectral guillotine that swings back in forth, cutting all in its path. Daily* Conjuration, Force, Implement, Shadow Standard Action Area wall 5 within 5 squares Effect: You conjure a flying guillotine that swings back in forth in the wall’s area. It's unable to move besides that motion and the wall has to be a straight line (completely one way). This area counts as difficult terrain. The guillotine can make the following the attack. Immediate Interrupt Melee 1 (centered on one square of the wall) Trigger: A creature enters or starts their turn in the wall. Target: triggering creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier force damage. Sustain minor: The wall persists.
Necroblast Blackguard Attack 5 You shoot a beam of pure draining energy, weakening your enemy's resistance to further attacks. Daily*Implement, Necrotic, Shadow Standard Action Range 5 Target: One creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier necrotic damage and the target gains vulnerability 5 to necrotic damage until the end of the encounter. Miss: Half-damage and the target gains no vulnerability.
Deathly Reactions Blackguard Utility 6 Death's warns you of impending danger, preparing you for combat. Daily* Shadow Immediate Reaction Personal Trigger: You would be surprised. Effect: You are no longer surprised and can act in the surprise round. You still grant combat advantage until the end of the first round of combat.
Graveyard Spires Blackguard Utility 6 You conjure four pillars of bones from beyond the grave to shape the battlefield to your advantage. Daily* Conjuration, Shadow Minor Action Range 5 Effect: You conjure four skeletal spires, similar to stalagmites, on four unoccupied squares within range, though they can not be adjacent to each other. These pillars block movement, but can be attacked and destroyed (using your defenses and having your surge value of Hit Points). If they are destroyed the square they resided in becomes difficult terrain.
Poison Blades Blackguard Utility 6 Using your skill with poison, you enhance you and your allies’ damage. Daily*Poison, Shadow Minor Action Burst 1 Target: You and each ally in burst Effect: The targets add 1d6 poison damage on melee attacks until the end of the encounter.
Truth of Death Blackguard Utility 6 Death has no reason to lie, so neither do you. As such people are more accepting to your offers or threats. Encounter* Shadow No Action Personal Effect: You can re-roll a diplomacy or intimidate check and take the higher result.
Aura of Death Blackguard Attack 7 You glow with a dark red aura that absorbs all heat. Its foreboding presence makes your enemies shiver in fear. Encounter* Cold, Fear, Implement, Shadow Standard Action Close Burst 1 Target: Each creature in burst Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier cold damage and the target can't shift until the end of your next turn.
Black Faze Blackguard Attack 7 Your weapon fades into shimmering dark radiance, soaking through your enemy’s armor and cutting into flesh. Encounter*Radiant, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier radiant damage.
Dark Blitz Blackguard Attack 7 You swing a strengthened blow that sends your foe flying. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and the target is pushed two squares and falls prone. If another creature is in the way of this movement, that creature takes damage equal to your strength modifier and also falls prone.
Headhunter Blackguard Attack 7 Those marked by Death are soon hunted down. With a quick slide you slash into your target. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If the target was marked by you, the target is dazed until the end of your next turn. Effect: You can shift two squares before the attack.
Serpent’s Shade Blackguard Attack 7 You call forth a dark snake that bites through your foe’s armor, seeping into the wound and becoming a lingering poison. Encounter*Implement, Poison, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier poison damage and the target takes poison damage equal to your Constitution modifier at the end of the target’s next turn.
Dark Net Blackguard Attack 9 With careful attention you make sure no one gets away. Daily* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If you spend a point from your death count you may add your Charisma modifier to the damage roll. Miss: Half damage Effect: Until the end of the encounter, any time an adjacent enemy tries to shift away, as an immediate interrupt, you can make a melee basic attack against the target. If your attack hits, the enemy’s movement ends.
Cyclone Strike Blackguard Attack 9 You sweep through all enemies next to you like a deadly cyclone. Striking each with dark fury. Daily* Shadow, Weapon Standard Action Close Burst 1 Target: Each enemy in burst you can see. Attack: Strength vs. AC Hit: 3[W] + Strength modifier + Charisma modifier damage.
Death's Focus Blackguard Attack 9 Rather than do damage you look for your opponents weak spot; a test strike is all you need for your opponent to be helpless against your onslaught. Daily*Poison, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier poison damage and you can make an at-will attack power against the target with a +2 bonus to the attack roll as a free action. The target is helpless against the second attack. Miss: Half damage and you can make an at-will attack against the target who grants combat advantage for that attack.
Death’s Healing Blackguard Utility 10 You use the power Death has granted you to heal your wounds. Daily*Healing, Shadow Minor Action Personal Effect: You spend a point from your Death Count and heal as if you used a healing surge. Add your charisma modifier to the hit points gained.
Kill the Toxin Blackguard Utility 10 Your training in the arts of Death makes you more resistant against toxins and other anomalies. Encounter* Shadow No Action Personal Effect: Before the start of your turn, before you take ongoing damage, you can make a saving throw. You may spend a point from your Death Count to grant you a +2 power bonus on your save.
Skeletal Armor Blackguard Utility 10 Toughened bones combine with your armor building a defense few things can penetrate. Daily* Shadow Minor Action Personal Effect: You gain +2 to AC until the end of your next turn. Sustain minor: Spend a point from your Death Count. The effect is sustained.
Cull of the Vampire Blackguard Attack 13 Your blade is infused with the thirst of the vampire, absorbing your foe's energy and giving it to you. Encounter*Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier necrotic damage and you regain a number of hit points equal to 5 + your charisma modifier.
Death's Call Blackguard Attack 13 Your enemy needs only to look into your eyes to know he can't escape his fate. And walks to welcome it. Encounter*Charm, Psychic, Shadow Minor Action Range 5 Target: One Creature Attack: Charisma vs. Will Hit: The target is marked until the end of your next turn and you slide the target a number of squares equal to your Constitution modifier towards you.
Flaming Death Blackguard Attack 13 Dark flames surround your weapon as you charge into the fray. Encounter*Fire, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier fire damage and enemies adjacent to the target take fire damage equal to your charisma modifier.. Special: You can charge and use this power in place of a melee basic attack.
Inescapable Darkness Blackguard Attack 13 Dark radiance creeps into your foes eyes, making their world as dark as if they were dead. Encounter*Implement, Radiant, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier radiant damage and the target is blinded until the end of your next turn.
Blood Fusion Blackguard Attack 15 The closer you are to Death, the more powerful your attacks become. Daily* Shadow, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC; You must be bloodied to use this power. Hit: 3[W] + Strength modifier damage Miss: Half-damage. Effect: Whenever you are bloodied you can deal additional damage to all blackguard powers or paragon path powers equal to your Constitution modifier until the end of the encounter.
Death Armor Blackguard Attack 15 You steal energy from your foe to imbue your armor with dark radiance. Daily*Implement, Necrotic, Radiant, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier necrotic damage. Miss: Half damage Effect: Until the end of the encounter, whenever you are hit by a melee attack, the attacker takes radiant damage equal to your Constitution modifier.
Shatter Blackguard Attack 15 You smash your weapon into the ground causing tremors that crack the earth, releasing dark radiance. Daily*Implement, Radiant, Shadow, Thunder Standard Action Close Burst 1 Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 3d10 + Charisma modifier thunder and radiant damage. Miss: Half damage Effect: The burst becomes difficult terrain.
Call for Power Blackguard Utility 16 You spend some of your life energy to gain more power. At-Will (Special)*Necrotic, Shadow Special: You can use this power a number of times per day equal to your Charisma modifier (minimum 1), but only once per round. Minor Action Personal Effect: You spend a healing surge, but instead of healing you add a point to your Death Count. You must have at least one healing surge remaining to use this power.
Death's Gate Blackguard Utility 16 You sink through the floor into Death's realm. You can only stay a short time, but you can use Death's connection to the entire world to rise safely in a different location. Encounter* Shadow, Teleportation Move Action Personal Effect: You teleport your move. You do not need line of sight to the destination, but if you attempt to teleport to a space you can't occupy, you don't move. Special: If you spend a point from your Death Count and you attempt to teleport to a space you can’t occupy then you do not lose the use of this power.
Lingering Life Blackguard Utility 16 Your enemy thinks his blow has finished you, but it's not your time to die just yet. Daily*Healing, Shadow Immediate Reaction Personal Trigger: An attack makes you drop to zero hit points or fewer. Effect: You spend a healing surge and two points from your Death Count and you regain hit points as if you spent a healing surge + your charisma modifier
Foul Strike Blackguard Attack 17 You aim your blow to hit your distracted enemy where it hurts. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier + Constitution modifier. Special: You must have Combat Advantage on your target to use this power.
Locking Poison Blackguard Attack 17 Your seep your weapon with a poison that will lock-up your foes muscles. Encounter* Poison, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier poison damage and the target is restrained until the end of your next turn.
Shrieking Soul Blackguard Attack 17 Your call upon a tortured soul to share its anguish with your foe. Encounter*Implement, Shadow, Thunder Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier thunder damage and the target is deafened until the end of your next turn.
Symbol of Pain Blackguard Attack 17 You draw a cursed symbol in the air with your hand, causing all those around you to be wracked with pain. Encounter*Implement, Necrotic, Shadow Standard Action Close Burst 1 Target: Each creature in burst Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier necrotic damage and the target is immobilized until the end of your next turn.
Flooding Strike Blackguard Attack 19 Your strike floods your foe with necrotic power, melting armor and hindering senses. Daily* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 4[W] + Strength modifier damage and the target is dazed and takes a -2 penalty to AC (save ends). Miss: Half damage and the target takes a -2 penalty to AC (save ends).
Blade of Rime Blackguard Attack 19 Your blade is imbued with life-draining energy causing your foe to feel the icy hand of Death. Daily*Cold, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier cold damage and the target is weakened (save ends) Miss: Half Damage and the target is weakened until the end of your next turn.
Death's Scythe Blackguard Attack 19 You conjure a scythe of dark radiance that stalks your foe. If the foe tries to escape you, the scythe strikes. Daily* Conjuration, Implement, Radiant, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Reflex Hit: 3d10 + Charisma modifier radiant damage. Effect: You conjure a scythe of dark radiance appears in the same square of the target. When the target moves, the scythe moves with it remaining in the same square. If the target attacks someone other than you anytime during this encounter the scythe can make the following attack. Immediate Interrupt Melee 1 Target: Triggering Creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier radiant damage. Sustain minor: You sustain the effect.
Cull the Souls Blackguard Utility 22 Skeletal hands grab your enemy’s feet, and with great power they drag the target towards you. Encounter* Shadow Move Action Range 10 Target: One or two creatures in range. Effect: You slide the target a number of squares equal to your Constitution modifier. Special: This movement must bring the targets adjacent to you or the targets don’t move. You can spend a point from your Death Count to add another target to this effect.
Death's Reach Blackguard Utility 22 Enemies may doubt how far you weapon can go, but your dark powers allow it to reach them. Daily* Shadow, Stance Minor Action Personal Effect: Until the end of the encounter or the stance ends, you treat your weapon as if it has the reach property and you have threatening reach against targets marked by you.
Servants of Death Blackguard Utility 22 You grant your allies some of Death's power to aid them in punishing your foes. Daily* Shadow Minor Action Close Burst 5 Effect: Each ally in the burst can add your charisma modifier to their damage rolls until the end of the encounter.
Dagger of Bone Blackguard Attack 23 At your call, a sharp dagger made of bone appears phasing through your foe's armor and into tender flesh. Encounter*Implement, Necrotic, Shadow Standard Action Range 10 Target: One Creature Attack: Charisma vs. Reflex Hit: 5d6 + Charisma modifier + Constitution modifier Necrotic damage.
Ghost’s Curse Blackguard Attack 23 You imbue your weapon with a dark spirit that lingers in your foe's mind, taunting them to attack you. Encounter*Psychic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier psychic damage and the foe is marked until the end of your next turn.
Haunting Burst Blackguard Attack 23 Raging spirits rise around you, attacking and cursing your foes. Encounter*Implement, Necrotic, Shadow Standard Action Close Burst 1 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 4d6 + Charisma modifier necrotic damage and the target takes a -2 penalty to attack rolls.
Pale Strike Blackguard Attack 23 You weapon is engulfed in a pale, cold light that lingers on your target after the blow. Encounter*Cold, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier cold damage and the target takes a -2 penalty to AC until the end of your next turn.
Blood Transfer Blackguard Attack 25 Foul red energy blasts into your foe and then brings the energy back to you. Daily*Implement, Necrotic, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 6d8 + Charisma modifier necrotic damage and you restore hit points equal to 15 + your charisma modifier. Miss: Half damage and you restore hit points equal to half of the damage dealt.
Death's Duel Blackguard Attack 25 You and your opponent sink into Death's realm. The longer you stay the closer to Death each of you become. Daily*Necrotic, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage and you and the target sink into Death's realm until the end of your next turn. While in Death's realm you and the target are immobilized. In addition, no other creature has line of sight or line of affect to either of you, and only the two of you have line of sight and line of effect to each other. You also both suffer ongoing 10 + your implement bonus necrotic damage, and all other effects on the creature immediately end. This effect ends if either you or the target dies or becomes unconscious, you don't sustain the power, or the target makes a save with a -2 penalty on that save. When the effect ends, you and the target appear in your original squares, or the nearest unoccupied square (you choose) though you must remain adjacent to each other. Sustain minor: Spend a point from your Death Count and you and the target remain in Death’s Realm until the end of your next turn. Special: You can avoid the ongoing damage by spending an additional point from your Death Count.
Dreadful Strike Blackguard Attack 25 Spirits that died with intense fear imbue your weapon, and the attack transfers their fear to your foe. Daily*Fear, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 5[W] + Strength Modifier damage and the target is immobilized and weakened (save ends both) Miss: Half damage and the target is immobilized until the end of your next turn.
Foul Thirst Blackguard Attack 27 Your weapon is thirsty for your foes blood, and your enemies know it. Encounter* Shadow, Weapon Standard Action Close burst 1 Target: Each creature in the burst you can see. Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage and the target is marked until the end of your next turn.
Dark Poison Blackguard Attack 27 Your blade drips with a necrotic poison, which burns through your foe's armor. Encounter*Necrotic, Poison, Shadow, Weapon Standard Action Melee Weapon Target: One creature Attack: Charisma vs. Fortitude Hit:3[W] + Charisma modifier + Strength necrotic and poison damage.
Shade’s Curse Blackguard Attack 27 What your enemy doesn't know will hurt him, badly. Encounter* Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. Reflex Hit: 3[W] + 3d6 + Strength modifier damage. Special: You must have combat advantage to use this power.
Skewering Spikes Blackguard Attack 27 You throw dark spikes into you foes, stabbing through one straight into the other. Encounter*Implement, Necrotic, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier necrotic damage and the target is immobilized until the end of your next turn. Repeat the attack against an adjacent creature.
Blood Poison Blackguard Attack 29 Your weapon is covered with a red poison that looks like blood, which destroys the strength of your foe. Daily*Poison, Shadow, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 5[W] + Strength modifier poison damage and the target takes ongoing 10 poison damage and is weakened (save ends both). Miss: Half damage and the target takes ongoing 5 poison damage (save ends).
Finger of Death Blackguard Attack 29 With a point of your finger, your foe is wracked with pain that is very physically debilitating. Daily* Implement, Necrotic, Shadow Standard Action Range 5 Target: One Creature Attack: Charisma vs. Fortitude Hit: 4d6 + Charisma modifier necrotic damage and the target falls unconscious (save ends). If the unconscious target takes any damage, it's no longer unconscious, but becomes dazed (save ends) instead. Miss: 4d6 + Charisma modifier damage and the target is dazed (save ends).
Wail of Banshee Blackguard Attack 29 A spirit rises from the ground and screams a horrible wail, marking all who hear it for Death. Daily*Implement, Shadow, Thunder Standard Action Burst 2 within 10 Target: Each creature in burst Attack: Charisma vs. Will Hit: 5d8 + Charisma modifier thunder damage and the targets are marked (save ends). Miss: Half damage and the targets are marked (save ends).
I recommend a name change. I don't know how much you know about previous editions, so this may get a bit simple for you, if so ignore it.
In 3.X edition, (and probably earlier) a blackgaurd was the "Anti-paladin" class. Specifically, it was a evil version of the paladin. It was a divine servant of evil dieties.
By naming your class "blackgaurd", you are going to get a lot of preconcieved notions about what it is and isn't by people who haven't read it, or didn't read it in depth.
A name like "Shadowgaurd" "Veilgaurd" "Deathwarden" "Deathkeeper", ect might suit it just as good, and it will keep out the preconcieved notions a good bit of people will have.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
Prerequisite: Blackguard Class, Reaper’s Foe class feature
You become the symbol of Death itself. You are the intermediary between the land of the living and the land of the dead, assisting the transition of those who accept their fate; however, you are the nightmare of those who attempt to avoid it. Death grants you the power to hunt them down, as well as preventing their escape. Those who attempt to oppose you only shorten their own lives.
Grim Reaper Path Features: Reaper’s Hunting Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack roll against targets marked by you until the start of your next turn.
Sealed Fate (11th level): You gain a +2 bonus on damage rolls against targets marked by you.
Death’s Strike (16th level): You can score a critical hit on a marked target on a roll of
Balancing isn't my strong point, so I'll just have to comment on what little I can determine needs work heh.
Reaper's foe doesn't work. A PC can only make one immediate action per round, and this ability uses one immediate action to pull, and another to attack. I recommend making the attack just a part of the immediate action used to pull the enemy, it's simpler and it works as intended.
I love the idea of the death count, I really do, but I think the way you're implementing it is a little too unbalanced. +1 to attack rolls and damage rolls with every enemy you kill? Even if it's just with implements, this is an insane bonus considering, say, the Fighter has entire class feature that gives a +1 to attack rolls which is balanced with a lot of their more exotic styles like tempest and battleraging. What's more, making it stack is even worse, as a +1 to hit is just as powerful in epic as it is at heroic. So getting a total of +6 to hit with a quick minion sweep is nuts. I can't think of a good alternative off the top of my head though... maybe just a +2 to damage rolls for each death point? Makes the Blackguard seem a bit like a striker, but I think that's a secondary role you were going for anyway.
Poisonous strike could probably be 2W and still be okay, and a Blackguard using radiant seems odd, but you've managed to justify it quite well fluff wise.
Despite all those little nitpicks, I really like the way the class is shaping up mechanically and fluff wise, so good work
Thanks. I guess my description was a bit off on the Reaper's foe, it's intended to be the same action, and if you can't take that action the other action is taken instead. I had trouble wording it, so I'll take a look.
As for the Death Count, it's to replace the implements that other spell casters have. Blackguards don't have any other implement so Death Count is used to make up for that. Maybe my wording was wierd. There is also a level limit (that is the same as the magic item enhancment bonus table in PH 1). So that was the idea, but I'll look into that wording too.
And lastly, as for Poisonous Strike I was unsure if it was unbalanced as 2[W], but you have reassured me so I'll move it up.
Oh okay, sorry about that, you should really add that their proficient with the Death Count implement in their overview... and hm, that actually makes it rather weak considering. I suppose it is quite fun to think of blackguard murdering as many monsters as possible with weapons so they can get off their more powerful implement attacks, but in practice without a whole tonne of minions (and especially in epic) they won't ever be up to scratch with other implement users with their implement attacks.
Yeah, I thought it would be a weak too, that's why I made any extra kills become Temp. Hit Points. I'll put it under implement proficiency as well (thanks, didn't think of that).
Any ideas on how to make it equal to the other implement users? Maybe I'll add a feat...
No problem, the class concept interests me, so only natural I'd want to contribute
Hm... well, the easiest way would be to allow Death Count to be enchanted as any other implement, maybe only with the basic magic weapon/implement enchantment? Then with each enemy you kill, you can bestow a greater magical effect to it, like +2 damage, keen... although that would be horribly complicated and remove a fair bit of the fluff...
And the temp hp doesn't really help the issue, which is that when in epic, there's a good chance you won't even get half way to the maximum mark, let alone surpass it
I didn't think the Temp. Hit points added much either, it was just a quick fix at the moment.
I see what you mean by the enhancing the Death Count/weapon, and it's something to think about. Maybe at higher level you could get ways to adapt it (similar effects to properties or something) though I don't want to make players sacrifice feats for that. Maybe make it so you can use them to enhance powers (sort of like psionics) giving you added effects, but you lose a point, or something. Though I don't want to steal the Psionics fire either or totally ruin the basic idea.
Death Count points also can enhance Daily/Utility powers, but I don't think that totally repairs it either.