The Blackguard

Clad in plate armor that swims in murky darkness which clings to her like a cloak, a dwarf marches forward like an iron wall. Her Warhammer crushes the skulls of those before her, sweeping strikes scattering her enemies until they break and flee in terror. Her grim face shows no signs of celebration at her victory as she dominates the battlefield, subjecting all to her might.

A Half-Orc crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers, a dark curse, overtaken by fury and two orcs are dead before they even realize he is there.

Silver hair twinkling in a swarm of darkness that seems to consume only him, an elf laughs with maniacal hatred. His spear flashes like his eyes, in a surge of rage and hate, as he jabs again and again at a twisted giant, until at last his darkness overcomes its prey.

Whatever their origin and their mission, blackguards are united by their vices to stand against those they deem enemies. Whether sworn before a dark god’s altar and the witness of a cultist to crush all who oppose, in a crypt of an ancient evil to wipe all life from the face of the world, or in a moment of desperation and grief with the dead as the only witness as fury takes over, a blackguard’s vice is a powerful bond. It is a source of power that turns a devout warrior into a dark champion.

The Call of Darkness

The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks-the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts.

Blackguards are shadow warriors who embrace the power of what most people consider to be a vice or a dark emotion. A blackguard’s vice becomes a central focus for that individual’s divine power. Dominance, fury and hate are among the forces that blackguards cultivate to fuel their might.

Feared and Loathed

Because malevolent deities and wicked forces in the cosmos are more likely to hold a vice in esteem, most blackguards are villains. Nevertheless, blackguards who cling to higher ideals do exist. A heroic Blackguard might be born when a divine soldier who tries to exemplify virtue cannot control his or her anger or some other base emotion. Such blackguards are referred to as fallen paladins. Other heroic blackguards cleave to a vice that a non-evil religion or deity promotes as an asset, or they have learned by necessity to turn their negative tendencies into a divine focus so that they can lead productive lives.

The power of vice is alluring because it offers fewer restrictions than virtue does. Though the power comes easily, a blackguard always faces the worst temptations of his or her vice, as well as that of other negative emotions that echo the vice. Scruples can be hard to maintain in the face of such a lure. A truly heroic blackguard can never give in and take the easy path. Heroic blackguards have a hard road to travel.

Their truly immoral counterparts form orders that actively oppose virtuous knights and cavaliers. Whether or not a specific blackguard is a member of such a dark order, those same knights and cavaliers rarely understand that a person can channel divine power through a vice without becoming debased. The common people rightly fear all blackguards the same way they fear the black knights of legend. A blackguard who uses the divine power of the dreaded vices to combat evil still has difficulty finding a wide array of allies. He or she rarely enjoys a hero's accolades.

Because of this most Blackguards take on the life of an adventurer, to avoid the towns and looks of scorn, or to further their dark ambitions. Adventuring Blackguards take their quest for strength seriously, for they view it as the only way to survive.

Creating a Blackguard

The most important aspect of a blackguard character is the nature of his or her vice. Although the class features related to your vice don’t appear until you reach 3rd level, plan ahead for that choice by reading the vice descriptions at the end of the class. Are you a calloused veteran given way to your anger, but sworn to fight for justice and to make a positive difference in the world? Are you a stoic hell-knight bent on dominating all in front of you for your hellish master? Or are you a wicked villain who indulges in your hatred, sent as an angel of death by the gods or driven by your need for revenge? The Gods of the Multiverse section lists many deities worshiped by blackguards throughout the multiverse, such as Bane, Bhaal, Helm, Tyr, The Raven Queen, The Morrigan, Nuada, Ares, Bahamut, Athena, Re-Horakhty, Heimdall, Thor and Hades.

How did you experience your darkest desires to becoming a blackguard? Did you feel a twinge of rage mid combat that overcame you, blinding you to consequence as you lashed out at your enemies with unbridled fury? Did another blackguard sense the potential within you and decide to train you, nurturing you to become the world’s greatest dominator for order and justice? Or did some terrible event—the destruction of your home, perhaps—drive you to hate your enemies and see them purged from this world at all costs? Perhaps you simply found yourself walking down this dark path alone because no one else understood that sometimes, in order to do the right thing, sacrifices are necessary. Or you might have known from your earliest memories that the blackguard’s dark vices were your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

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PART 1 | INTRODUCTION

As dark warriors of shadow against, or sometimes for the forces of wickedness, blackguards are rarely of any good alignment. Most of them walk the paths of destruction and retribution. Consider how your alignment colors the way you pursue your unholy quest and the manner in which you conduct yourself before gods and mortals. Your vice and alignment might be in harmony, or your vice might represent the inner struggle of trying not to go too far.                                                                

Quick Build

You can make a blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background.

The Blackguard                                                  -Spell Slots Per Level-
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Dark Menace, Shroud of Shadows
2nd +2 Fighting Style, Spellcasting, Dread Smite 2
3rd +2 Vice, Vice's Reward 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Deathly Aura 4 2
7th +3 Vice feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Vice's Strength 4 3 2
11th +4 Improved Dread Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Dark Blessing 4 3 3 1
15th +5 Vice feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Vice feature 4 3 3 3 2

                                               

Class Features

As a Blackguard, you gain the following class features

Hit Points

  • Hit Dice: 1d10 per Blackguard level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blackguard level after 1st

Proficiencies

  • Armor: All armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

                                               

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Athletics, Deception, History, Intimidate, Religion and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • chain mail and a holy symbol

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PART 2 | CLASS FEATURES

Dark Menace

You are a warrior first and foremost, demonstrating your battle prowess through complex fighting maneuvers and weapon mastery. Even so, you are unconstrained by cumbersome notions of virtue, and you readily exploit any advantage available. You've found that the dark vice growing in your soul is a fighting boon. You draw on this darkness, spreading it to your enemies when they are vulnerable. Whenever you have advantage on a melee attack, the enemy takes extra damage equal to your charisma modifier.

Shroud of Shadows

Shadow rises at your beck and call. You can command it to sheathe you in a protective swirl.

When a creature attacks you, as a reaction you can conceal yourself in shadow which causes enemies to have disadvantage on attacks made against you until the start of your next turn. You also gain 5 + blackguard level temporary hit points.

Once you use this ability, you cannot use it again until you complete a long rest.

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.

Spellcasting

By 2nd level, you have learned to draw on divine magic through concentration and bloodlust to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Blackguard spell list.


Preparing and Casting Spells

The Blackguard table shows how many spell slots you have to cast your spells. To cast one of your blackguard spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your vices. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your blackguard spells.

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PART 2 | CLASS FEATURES

Dread Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic 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 a fey or a celestial.

Vice's Reward

Starting when you choose a vice at 3rd level, you are a living expression of your vice. Your dedication to the dark side and devotion provides you a boost in spirits. As a bonus action you can infuse yourself with one of the following effects:

  • You gain temporary hit points equal to 5 + your Charisma modifier.
  • You have advantage on your next saving throw.
  • You gain a +2 bonus to AC until the start of your next turn.

Once you use this ability, you cannot use it again until you complete a long rest.

Vice

When you reach 3rd level, you choose a vice that fuels your dark magic as a blackguard. Up to this time you have been in a preparatory stage, committed to the path but not yet succumbed to it. Now you choose the Vice of Domination detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Spirit of Vice feature.

Vice Spells

Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to an vice spell, you always have it prepared. Vice spells don’t count against the number of spells you can prepare each day.

If you gain a vice spell that doesn’t appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you.

Spirit of Vice

Your vice allows you to channel unholy energy to fuel magical effects. Each Spirit of Vice option provided by your vice explains how to use it.

When you use your Spirit of Vice, you choose which option to use. You must then finish a short or long rest to use your Spirit of Vice again.

Some Spirit of Vice effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 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.


Deathy Aura

Starting at 6th level, whenever an enemy creature within 10 feet of you takes damage from you or an ally they suffer necrotic damage equal to your Charisma modifier (minimum of +1). A creature can take this extra damage only once per turn.

At 18th level, the range of this aura increases to 30 feet.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vice's Strength

Starting at 10th level The vice darkening your soul is never far from your thoughts. It lends you strength when other forces threaten to overpower you. You cannot be frightened. You also have advantage on saving throws and against charm and sleep effects.

Improved Dread Smite

By 11th level, you are so suffused with unholy might that all your melee weapon strikes carry necrotic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Dread Smite with an attack, you add this damage to the extra damage of your Dread Smite.

Dark Blessing

Beginning at 14th level, Dark devotion brings with it darker might. When an enemy falls to your onslaught, your commitment to shadow magic allows you to snatch a part of its fleeting spiritual energy and turn it to your advantage.

When you reduce a hostile creature to 0 hit points , roll a d4 to determine which Dark Blessing you receive.

1: You gain temporary hit points equal to your Charisma modifier + your blackguard level (minimum of 1).

2: You gain a +1 AC bonus and advantage on saving throw until the end of your next turn.

3: You gain advantage on attack rolls until the end of your next turn.

4: You regain hit points equal to your Charisma modifier.

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PART 2 | CLASS FEATURES

Vices

Each blackguard selects one vice to embrace above all others, but only evil blackguards embrace all vices as a way of life. The vice chosen when he or she reaches 3rd level is the true culmination of all the blackguard's training. Some characters with this class don't consider themselves true blackguards until they have reached 3rd level and dedicated themselves to a vice. Three vices, domination, fury and hatred, are included in the class details below.

Vice of Domination

Blackguards of domination demand submission from their enemies. They impose order by force, whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard's terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.

Tenets of Domination

A blackguard who takes this vice has the tenets of domination seared on the upper arm. A hell knight’s vice appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Vice Spells

You gain vice spells at the blackguard levels listed in the Vice of Domination Spells table.

Vice of Domination Spells
Blackguard Level Spells
3rd Armor of Agathys, command
5th Hold person, spiritual weapon
9th Bestow curse, fear
13th Dominate beast, stoneskin
17th Cloudkill, dominate person

Spirit of Vice

When you take this vice at 3rd level, you gain the following two Spirit of Vice options.

Dominating Presence. You can use your Spirit of Vice to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Spirit of Vice to strike with supernatural accuracy. When you make an attack roll, you can use your Spirit of Vice to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Domination

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your blackguard level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of +1) if you’re not incapacitated.

Invincible Dominator

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of domination, 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 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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PART 3 | VICES

Vice of Fury

A blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, blood-thirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.

Tenets of Fury

Anger is a common emotion on the battlefield. It's perfectly natural to feel fury when enemies kill a friend or when a traitor betrays you and your companions. Frustration is bound to arise when a foe slips away or an objective remains out of reach. Such rage is hardly a vice.

Embrace the Anger. Fury's dark side arises when it occludes thought, when it rules action, and when it harms without thought for the consequences. Blackguards who indulge in their fury run the risk of losing control and striking out at anyone in their path. Guilt and innocence become meaningless concepts to a warrior in fury's throes. Such Blackguards can work terrible acts when consumed by their passions.

Tolerate no Insult. When fury is your vice, you might be temperamental and violent. You could erupt at the slightest provocation, resorting to hostility to solve your problems. Or you might make every effort to maintain control when you need to, letting the hound of fury loose only when it is needed. Even then, if pushed too far, you risk exploding. If you aim to keep your fury under control, your biggest fear is hurting someone or something you value.

Rage Conquers All. Embrace your fury and crush those who oppose you. Take no prisoners, suffer no weaklings. With seething wrath annihilate those who stand in your way. Rage clouds philosophical positions and overshadows peaceable solutions. All shall fear you.

Vice Spells

You gain vice spells at the blackguard levels listed in the Vice of Fury Spells table.

Vice of Fury Spells
Blackguard Level Spells
3rd Bane, hunter’s mark
5th Hold person, misty step
9th Haste, protection from energy
13th Banishment, dimension door
17th Hold monster, scrying

Spirit of Vice

When you take this vice at 3rd level, you gain the following two Spirit of Vice options.

Altar of Fury. As an action, you conjure an altar of fury on the ground of an unoccupied square within range, using your Spirit of Vice. The altar lasts for 1 minute and its square is counted as difficult terrain.

The altar has an aura of 10 feet and while you or your allies are within the aura you gain bonus damage to attack and damage rolls equal to your charisma modifier (minimum of +1).

Uncontrolled Fury. As a bonus action, you can mark one a creature you can see within 10 feet of you as your target of fury, using your Spirit of Vice. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious, and your attacks deal additional damage equal to your charisma modifier.

Reckless Abandon

By 7th level, you can throw aside all concern for defense to attack with blinding rage, When you make your first attack on your turn, you can decide to attack with reckless abandon. As a bonus action you can move up to your speed to the nearest enemy creature and make a melee attack. If the attack hits that creature is stunned, but attack rolls against you have advantage until your next turn.

Slave to Fury

Starting at 15th level, the authority with which you speak your Uncontrolled Fury gives you greater power over your foe. When a creature under the effect of your Uncontrolled Fury makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avatar of Fury

At 20th level, you can assume the form of an avatar of fury. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You emanate an aura of bloodlust in a 30-foot radius. You and your allies have advantage on attack rolls while in range of the aura.
  • You and your allies gain a bonus to attack and damage rolls equal to twice the number of enemies within the aura.

Once you use this feature, you can’t use it again until you finish a long rest.

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PART 3 | VICES

Vice of Hate

The vice of hate is a blackguard who succumbs to the hatred in their heart to pursue some dark ambition or serve an evil power. Hatred is the fuel which burns in this blackguard's soul. Only darkness remains. Whether it's a holy crusade against the forces of evil, vanquishing those who would bring harm and ruin to the world, or a more personal goal to find the murderers of your parents and make them pay, hatred gives way in many forms. To hate is to know power. To embrace the dark side.

Tenets of Hate

Hatred is a common emotion. Whether it is against those who turned their backs on you when you needed them most, a close friend who became a betrayer, or a tribe of Orcs that destroyed your home town and everything you love, it lives in everyone. Those who embrace Hatred use it as fuel for their quest of vengeance. They strive to see those they hate pay and suffer for their crimes.

No Mercy. Your sworn enemies do not deserve mercy. Take no prisoners. Slay every last one of them.

Ruthless Pursuit. Your enemies will never escape. They will be hunted down and justice will be served.

Tolerate No Presence. You cannot stand your foes presence. You cannot be in the same room as them. If they have a nearby civilization it is your duty to extinguish them.

Vice of Hate Spells

You gain vice spells at the blackguard levels listed in the Vice of Hate Spells table.

Vice of Hate Spells
Blackguard Level Spells
3rd Hellish rebuke, inflict wounds
5th Crown of madness, darkness
9th Animate dead, bestow curse
13th Blight, confusion
17th Contagion, dominate person

Spirit of Vice

When you take this vice at 3rd level, you gain the following two Spirit of Vice options.

Control Undead. As an action, the Blackguard targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the Blackguard’s commands for the next 24 hours, or until the Blackguard uses this Spirit of Vice option again. An undead whose challenge rating is equal to or greater than the Blackguard’s level is immune to this effect.

Dreadful Aspect. As an action, the Blackguard channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the Blackguard’s choice within 30 feet of the Blackguard must make a Wisdom saving throw if it can see the Blackguard. On a failed save, the target is frightened of the Blackguard for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the Blackguard, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

Starting at 7th level, the Blackguard, as well any fiends and undead within 10 feet of the Blackguard, gains a bonus to melee weapon damage rolls equal to the Blackguard’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one Blackguard at a time.

At 18th level, the range of this aura increases to 30 feet.

Hatred's Embrace

At 15th level, the Blackguard gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Avatar of Hate

At 20th-level, the Blackguard can, as an action, surround himself or herself with an aura of hate that lasts for 1 minute.

  • The aura reduces any bright light in a 30-foot radius around the Blackguard to dim light. Whenever an enemy that is frightened by the Blackguard starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the Blackguard and creatures he or she chooses in the aura are draped in deeper shadows of hate manifest. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
  • While the aura lasts, the Blackguard can use a bonus action on his or her turn to cause the shadows of hatred in the aura to attack one creature. The Blackguard makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the Blackguard’s Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

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PART 3 | VICES

Vice of Cruelty

The Vice of Cruelty is the path followed by blackguards who enjoy inflicting as much pain on their enemies as possible, or who care only for their own power and survival. Commonly known as death knights, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while unpredictable and vicious, these blackguards command great power. Those who follow them without falling prey to their sadistic natures hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz’t and Orcus. Even the Lordsof Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for cruelty and torture.

Tenets of Cruelty

A blackguard who takes this vice has the tenets of cruelty carved across the chest. A death knight’s vice appears in blood runes, a brutal reminder of vows to the demons of the Abyss.

All Shall Suffer. You enjoy tormenting and brutalizing your foes. You must inflict as much damage on them as possible.

Pain to Survive You cannot survive without inflicting pain on others. You will go mad if you don't wreak havoc on those who oppose you. Dealing death eases the eternal hunger.

Tolerate No Weakness. You must hone yourself to become immune to all forms of torture and pain. Your strength of mind is just as important as your strength of body. You will be the one dishing out the hurt, not receiving it.

Vice of Cruelty Spells

You gain vice spells at the blackguard levels listed in the Vice of Hate Spells table.

Vice of Cruelty Spells
Blackguard Level Spells
3rd False Life, Ray of Sickness
5th Blindness/Deafness, Ray of Enfeeblement
9th Animate dead, Vampiric touch
13th Blight, Confusion
17th Contagion, Cloudkill

Spirit of Vice

When you take this vice at 3rd level, you gain the following two Spirit of Vice options.

Poison Strike. You can use your Spirit of Vice to make a weapon deadlier. As a bonus action, you touch one weapon and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Ravenous Shadows. A wall of darkness rises from the ground at a point you choose within range. You can make the wall up to 20 feet long, 20 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts until the end of your next turn. The wall deals 1d10 necrotic damage to each creature when it enters the wall for the first time on a turn or ends its turn there. While the wall lasts, the blackguard can use a bonus action on his or her turn to cause the shadows in the wall to attack one creature. The blackguard makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 1d10 + the Blackguard’s Charisma modifier.

Aura of Agony

Starting at 7th level, as a bonus action, you emanate an aura of agony which lasts for 1 minute. Any enemy within 10 feet of you takes damage equal to your Charisma modifier after they are hit by an attack (with a minimum bonus of +1). You must be conscious to grant this bonus.

Once you use this feature, you can’t use it again until you finish a long rest.

At 18th level, the range of this aura increases to 30 feet.

Shadow Healing

At 15th level, you have the ability to heal when you deal damage. Immediately after you hit an enemy with a melee attack, you can use your reaction to regain hit points equal to your charisma modifier + half your blackguard levels rounded up.

Once you use this feature, you must finish a short or long rest before you can use it again.

Avatar of Cruelty

Beginning at 20th level, you can manifest the vice of cruelty within your heart and soul, personifying it perfectly now. When you do, you experience a sudden transformation, leaving your mortal form behind and becoming the embodiment of shadow magic. As an action, you can magically become an avatar of cruelty, gaining the following benefits for 1 minute:

  • Your attacks deal extra cold damage equal to your charisma modifier
  • Once per turn when you hit an enemy with an attack you regain hit points equal to your charisma modifier.
  • You regain all spell slots of 5th level but can only use them for Dread Smite.

Once you use this feature, you can’t use it again until you finish a long rest.

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PART 3 | VICES

Blackguard Spells

1st Level

  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause Fear
  • Chains of Levistus
  • Command
  • Compelled Duel
  • Create or Destroy Water
  • Detect Good and Evil
  • Detect Magic
  • Detect Poison and Disease
  • False Life
  • Fog Cloud
  • Hellish Rebuke
  • Hex
  • Inflict Wounds
  • Protection from Good and Evil
  • Ray of Sickness
  • Searing Smite
  • Star Shackles
  • Thunderous Smite
  • Witchfire
  • Wrathful Smite

2nd Level

  • Blindness/Deafness
  • Branding Smite
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Enthrall
  • Find Steed
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray

3rd Level

  • Animate Dead
  • Bestow Curse
  • Blinding Smite
  • Crusader's Mantle
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Hunger of Hadar
  • Life Transference
  • Magic Circle
  • Revivify
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Stinking Cloud
  • Summon Lesser Demon
  • Tyranny of Flame
  • Vampiric Touch
  • Water Walk

4th Level

  • Banishment
  • Black Tentacles
  • Blight
  • Confusion
  • Death Ward
  • Find Greater Steed
  • Fire Shield
  • Ice Storm
  • Locate Creature
  • Shadow of Moil
  • Sickening Radiance
  • Staggering Smite
  • Summon Greater Demon

5th Level

  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Cone of Cold
  • Contagion
  • Danse Macabre
  • Destructive Wave
  • Dispel Good and Evil
  • Dominate Person
  • Enervation
  • Flame Strike
  • Geas
  • Immolation
  • Infernal Calling
  • Insect Plague
  • Negative Energy Flood
  • Raise Dead

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PART 4 | CLASS SPELLS