Blackguard | Heroic Class AD&D 1E Koth 2020 | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Heroic Classes of Koth

Blackguard

An evil warrior who has corrupted their soul for power.

Description: A blackguard is a human assassin sub-class that is selected after a very tough process of leveling up through assassin then cleric. They personify evil in two forms - chaotic destruction or extreme suffering through exploitation, malice and a total disregard for others. They maintain the abilities of a lower level thief and assassin while also being able to channel some divine magic through the corruption of their souls by the lower planes. The process of becoming a Blackguard evolves the player character into a dark warrior that fights as a fighter. Blackguards are allowed at the option of the DM in any given campaign as they can unbalance adventures and significantly disrupt a party of player characters.
Blackguard Ability Score Requirements: Blackguards must have a minimum strength of 16, Intelligence of 12, Wisdom of 14 and a constitution of 15. Their charisma must either be below 6 or above 14 (horribly wicked looking/personal revulsion or diabolically handsome/personal magnetism personified).

If strength, intelligence, wisdom and constitution are all above 15, the blackguard gains a 10% XP Bonus.

Blackguard Racial Restrictions: Human, Half-Orc

Armor Permitted:
Any, although assassin (and corresponding thief) skills are restricted to light armor as per the Assassin class.
Weapons Permitted:
Any. Gains weapon proficiencies as a fighter and is able to specialize
Non-Weapon Proficiencies:
As a Fighter
Blackguard Equipment Notes: Any, although any holy items or healing items (other than potions) will not work for a Blackguard. They are completely unable to channel positive energy.
Attaining the Class:
A blackguard is a human assassin sub-class that is selected after a very tough process of leveling up through assassin then cleric. They personify evil in two forms - chaotic destruction or extreme suffering through exploitation, malice and a total disregard for others.

Blackguards must be Chaotic Evil or Lawful Evil and must always maintain an evil alignment. If they stray from their evil base alignment they stop gaining experience points and must be played as if they are constantly torn between their natural tendency to be violent/hedonistic and their drive to find some sort of balance. Should a blackguard ever shift to a good alignment they don’t simply lose their Blackguard levels - they will seek to kill themselves since they are not able to live with all the evil they have done in their lives. Any reincarnation etc. would result in the character trying to kill themselves again immediately. Put simply - a Blackguard must always be evil. If they are Chaotic Evil they embrace violence and destruction as a path to power. Lawful Evil Blackguards personify extreme deception, selfishness and exploitation. Blackguards also tend to be very hedonistic.

Blackguards have the abilities of a low level assassin as well some abilities of a cleric. These are earned at the beginning of their career and are ‘level locked’ when a character becomes a Blackguard. This means they cannot advance in assassin or cleric levels after switching classes. A blackguard must achieve at least level 4-6 as an assassin, 4-6 as a cleric and then conduct a dark ritual that binds their soul to either the Nine Hells (Lawful Evil) or the Abyss (Chaotic Evil). When a player character becomes a Blackguard they forsake all gods and consider themselves to be their own deity. The dark ritual of planar binding is what starts the player character down the dark path of being a Blackguard for the rest of their adventuring career. It is sometimes done through an artifact (an inherently evil weapon, tome, or other item) or through meditation and sacrifice through the guidance of another Blackguard. The DM and the player will need to work out specifics.

Note that it is generally very difficult to become a Blackguard. First a character must be an assassin then leave the assassin’s guild and risk being hunted and killed. Then they must find a cleric to teach them the ways of the divine which they will later corrupt. Finally they must train as a fighter to achieve their first Blackguard level at which point they seal the deal through a dark ritual binding their soul to the lower planes.

When a Blackguard dies they know they will go to the Nine Hells or to the Abyss and have spent the dark years of their life preparing for it. The sum total of the evil, selfish deeds of their life, the hedonistic pleasures they have embraced and the chaotic or lawful nature of their character are tallied to determine what happens to their soul. A skilled blackguard may enter the lower planes as a lesser devil or demon upon death. The darkest heroes may even achieve higher status as the evil nature of their corporeal existence fuels their souls granting them elevated status upon death.   Blackguards will associate with anyone but will always try to manipulate good characters to do wicked acts that benefit the Blackguard or their goals. There are no limitations on actions like a Paladin and Blackguards are their own priests - needing no one to tell them the will of the gods.

Blackguards may be Human, Half-Elf or Half-Orcs. Half-Elf and Half-orcs are level limited in total assassin and cleric levels as per the AD&D 1st Edition Player's Handbook but have no level limits as a Blackguard since their power comes from the lower planes.

Blackguards have no problem with wealth and do not need to tithe like a paladin. They can own whatever they like but are not generally concerned with material goods beyond basic needs for war and killing. A blackguard would never invest in a business for example or seek to own any sort of property to pull in taxes like a noble knight would. They are at best mercenaries and at worst evil tyrants that drain the land of everything they can to further their own dark goals.

A Blackguard could take land or create a lair (after level 9) and surround themselves with henchmen they can manipulate. Like a fighter, they will attract men-at-arms and mercenaries at level 9 but they will always be of chaotic evil, chaotic neutral or Lawful Evil alignment. Any followers would likely be of questionable loyalty even if well paid requiring constant attention and monitoring for betrayal.
Special Abilities:
Benefits:  
  • They may still use their assassinate, backstab, spy and disguise abilities at their effective assassin class level
  • They may use thief abilities at their their effective assassin class level -2 but will take skill penalties if they use armor unsuited for thieving.
  • They maintain clerical abilities such as turn undead and spellcasting at their effective cleric level - but are restricted in which spells they can use.
  • Make all saving throws as a Thief/Assassin of equal level at +2 on the dice
  • May cast cleric spells without material components by directly channeling the power of their own darkness
  • Fighter attack table and Hit Points for all Blackguard levels (See below)
  • Immune to all forms of death magic or death effects from undead.
  • Ability to call upon the hands of darkness to drain 2 hit points from a target per level. (Reverse lay on hands). At the time of touch the Blackguard may heal themselves or someone else for half of this value.
  • Aura of Protection from Good around the blackguard at all times.
  • Immune to demonic or extra-planar possession
  • Unrestricted use of poison
  • May use all fighter weapons and armor. Gains access to fighter specialization and weapons of proficiency with Blackguard class levels.
  • If a Blackguard has a ‘dark unholy weapon’ enchanted to cause suffering and death, he or she radiates fear around them in a 15 foot diameter. Low level (¼ of the blackguards level) will have to save vs. spell or flee in panic. Those that successfully save and all higher levels will be at -2 to attack the blackguard due to the fear generated.
  • Cause wounds spells will heal the Blackguard for 50% of the damage inflicted.


Other:  
  • May be turned by a good or lawful priest or paladin as if turning undead equal to the blackguard level +3 but will not be subject to disintegration by high level clerics.
  • Character will commit suicide (and sever their link to the lower planes) if they move too far from their base alignment
  • They do not gain multiple attacks against weak opponents like a fighter does but will gain multiple attacks per combat round as a fighter of the same level.
  • May only show mercy if is in the interest of some darker purpose.
  • Must act like a hedonist in behavior and mannerisms.
  • Must sever all ties with any affiliated assassin’s/thieves guild and deal with the consequences.
  • Are considered special creatures and are this impacted by protection from evil spells
  • Will never willingly subject themselves to the authority of any religion (they are the voice of their god now). This may have an impact on divine spells cast upon them (DM discretion)
  • All paladins are +2 to hit and +2 to damage blackguards whom they consider a special enemy. NPC Paladins will attack the moment the true nature of the blackguard is revealed provided they have a reasonable chance of defeating their enemy. PC Paladins will also be compelled to attack the Blackguard as if it were a demon or devil.
  • May never cast divine clerical spells to benefit others. This means that most spells will be negative versions of what clerics normally cast. Cure light wounds would be cause light wounds. Bless becomes curse etc. They may cast normal spells to benefit themselves but will never be able to channel positive energy for healing spells.
  • Suffer Henchmen loyalty issues due to the evil, tainted nature of the Blackguard (-10% penalty to all loyalty checks)
  • Most devils and demons will seek to kill them since the longer the Blackguard lives to commit evil deeds, the more powerful they will be when they die and their soul goes to the lower planes.
  • Devil and Demon lords will seek to ally themselves with stronger Blackguards and manipulate them into acting as their agents in the prime material plane. This may be done indirectly and will be a constant threat to the Blackguard.
    The Blackguard Minion: Unlike paladins Blackguards have little use for animals and do not gain a special warhorse. They tend to be cruel to any mount or pets and do not consider them to be anything more than simple tools to often be used, abused and discarded. That is not to say that a Blackguard won’t appreciate a good mount or attack dog but they would almost never be overly concerned about them and don’t attract special creatures like a Paladin.

They do however have the option to charm a minion at level 4. This simple minded creature will be attracted to their evil fame and prowess. The minion will be loyal out of fear or a confused sense of devotion and act as sort of a limited, weak henchmen - obeying orders mindlessly.

A blackguard creates a minion by finding a suitable weak candidate and either protecting/helping it (CHR 14+ required, manipulate and influence) or causing it such fear that it simply falls into line. This acts as a permanent loyalty charm that either works off the blackguard’s ability to inspire fear and awe or their natural charisma. Example: a deformed gardener at an inn is being abused by local townsfolk. The Blackguard kills them for harassing the man and then binds the poor fool to servitude through diabolic kindness. That single act becomes a seed from which the blackguard can then grow into the man’s mind to the point where no level of cruelty or depravity will cause the minion to question its master.

Alternatively the blackguard can nearly kill the creature then spare it and bind it to servitude. The effect is the same and the creature is afforded a saving throw.

A blackguard can only have one minion at a time. If the minion dies it is no real loss. A blackguard can repeat this once per week at no cost or loss to themselves. This will work on creatures with a hit die less than 1/3 that of the Blackguard.. For example a level 4 blackguard can do this to a 1HD creature and a level 12 blackguard could seduce a HD/Level 4 NPC.

Chaotic Evil Blackguards may attempt to charm any Chaotic Evil or Chaotic Neutral creature with an intelligence 4 points lower than the blackguard. I.e. if the blackguard has a 14 intelligence they may only charm minions of 10 intelligence or lower.

If the Blackguard is Lawful evil they may attempt to charm any Lawful Evil or Lawful Neutral creature. The same intelligence restrictions apply.

If for some strange reason a Blackguard keeps a minion around long enough it will gradually level up to be the maximum level allowed. A level 4 blackguard that charms that level 1 goblin will see that goblin grow into a 6 HD creature (quite powerful for a goblin!) by the time the Blackguard reaches level 18. This rule transcends level and creature limits since the Minion is empowered by the Blackguard’s dark essence from the lower planes. If the Blackguard and minion are killed in the same battle, the soul of the minion goes to the Abyss or the Nine Hells and serves the Blackguard there as an eternal slave.
Class Progression Table:
XPLevel10 Sided Die for HP
0-225010* maintain HP from previous classes
2251-550020
5501-1200030
12001-2400041
24001-4500052
45001-9500063
95001-17500074
175001-35000085
350001-70000096
700001-1050000107
1050000-1400000117+3
350000 XP per level for each additional level above 11th and +3 HP per level
Other Notes: Blackguard Lore: “The town guard stared in horror as a figure emerged from the shadows. The warrior was in hulking black armor with a horned helmet that only revealed eyes as cold as death itself. Wherever she walked the grass seemed to wither and die. With a wicked sword in one hand skull shield in the other she cut through the lines of soldiers as if they were nothing. The fearsome warrior seemed to revel in death - each kill making her stronger. Those brave enough to face her in combat died from her sword or from her icy touch. Death followed her into battle and feasted upon the weak. She was beautiful and she was terrible. Even those that fled before were cut down as there was no mercy within her cold heart. The defenders were routed and the enemy took the town easily.

Later in the tavern I saw her laughing and drinking as she and others celebrated the battle. It was as if the horrors of the hours before were not worthy of memory. Those who employed her paid her well for fear she would turn on them. Satisfied with ample death and fine drink the woman allowed herself to embrace the sweet benefits of war and victory. Even at rest, death stood beside this Blackguard waiting to strike at a whim. Her dark smile and cold eyes would never be a comfort to anyone.”

Osric Sage of Anur and Croniclier of the ‘Rape of Athis Vex’

Campaign Notes: Blackguards in Koth are created through manipulation by Lotherym or the use of tome called 'The Book of Abyssal Chaos'
Heroic Class Template by GM Tryggvi

Created by

TRYGGVI.

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