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Legal Table of Contents


DUNGEONS & DRAGONS, the DUNGEONS &
Legal...................................................................2
DRAGONS Compatibility Logo, D&D, PLAYER’S
HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON The Blackguard....................................................3
MASTER’S GUIDE, MONSTER MANUAL, MONSTER Class Traits.......................................................3
MANUAL 2, and ADVENTURER’S VAULT are Creating a Blackguard.........................................3
trademarks of Wizards of the Coast in the USA and other Blackguard Overview..........................................4
countries and are used with permission. Certain Implement........................................................4
materials, including 4E References in this publication, Blackguard Class Features...................................4
D&D core rules mechanics, and all D&D characters and Keyword...........................................................5
their distinctive likenesses, are property of Wizards of the Blackguard Powers.............................................5
Coast, and are used with permission under the Dungeons
Paragon Paths...................................................17
& Dragons 4th Edition Game System License. All 4E
Demonic Avatar................................................17
References are listed in the 4E System Reference Dragon Disciple................................................18
Document, available at www.wizards.com/d20. Master of Shadow.............................................19
DUNGEONS & DRAGONS 4th Edition PLAYER’S Supreme Elementalist.......................................20
HANDBOOK, written by Rob Heinsoo, Andy Collins, and
James Wyatt; DUNGEON MASTER’S GUIDE, written by Feats.................................................................20
James Wyatt; and MONSTER MANUAL, written by Mike Heroic Tier Feats..............................................20
Mearls, Stephen Schubert and James Wyatt; PLAYER’S Paragon Tier Feats............................................21
HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, Epic Tier Feats.................................................21
and James Wyatt; MONSTER MANUAL 2, written by Rob Multiclass Feat.................................................22
Heinsoo, and Chris Sims; Adventurer’s Vault, written by
Magic Weapons..................................................22
Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008,
2009 Wizards of the Coast. All rights reserved. Blackguard NPCs...............................................23
Blackguard Template.........................................23
Blackguard NPC Design.....................................23

Some artwork copyright Sade, used with permission.


Some artwork copyright Shinkei, used with permission.
The Blackguard is copyright Richard Lewis trading as
Svalin Games 2009. www.svalingames.com

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The Blackguard Creating a Blackguard
“I have been bestowed with this power and it is mine to Blackguard rely on Charisma, Strength, Constitution,
do with as I choose.” and Intelligence for most of their key abilities and
powers.
Class Traits Unlike most defenders, the blackguard does not punish
enemies for making attacks that don't include the
Role: Defender. Your attacks inspire hatred or awe in blackguard as a target. The blackguard's intent is
your enemies, compelling them to attack you rather usually to kill, not to protect. The blackguard's mark
than your allies. You use the power you have acquired allows him to protect his allies mostly as a side effect,
to protect yourself from harm. by punishing enemies who try to escape his clutches.
Power Source: Arcane. Your power comes from a pact, Thus, the blackguard is best at defending allies who
similar to that of a warlock. Powerful supernatural fight at range, rather than in melee.
creatures have bestowed you with magic in exchange
for servitude, or an unknown favor. There are two suggested builds for the blackguard: the
Key Abilities: Charisma, Strength, Constitution, brutal blackguard and the dominating blackguard.
Intelligence
Brutal Blackguard
Armor Proficiencies: Cloth, leather, hide, chain,
scale; light shield, heavy shield Subtlety is not your forte; you burn with the desire to
Weapon Proficiencies: Simple melee, military melee, destroy your enemies, and you focus on the way to do
simple ranged so you see as the best: to kill them with your own
Implement: Melee weapons hands. You tend towards striker as a secondary role.
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will Your powers deal a lot of damage to your foes or
enhance your ability to deal damage quickly. You should
Hit Points at First Level: 15 + Constitution score choose a demonic pact or a draconic pact. Strength
Hit Points per Level Gained: 6 should be your highest ability score, followed by either
Healing Surges per Day: 10 + Constitution modifier Constitution for demonic pact, or Charisma for draconic
Trained Skills: Intimidate (Cha). From the class skills pact. Constitution is also helpful for draconic pact
list below, choose three more trained skills at 1st level. blackguards for extra hit points and healing surges, and
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Intelligence is helpful to all blackguards to give them
Endurance (Con), History (Int), Insight (Wis), uses of bolster.
Intimidate (Cha), Perception (Wis), Stealth (Dex) Suggested Feat (Demonic Pact): Improved Demonic
Class Features: Blackguard Pact, bolster, Dark Ignition (Human feat: Slaughter Sense)
Challenge, eldritch strike Suggested Feat (Draconic Pact): Improved Draconic
Much like warlocks, blackguards channel arcane power Terror (Human feat: Draconic Hardiness)
granted to them by a mighty creature. They use their Suggested Skills: Intimidate, Athletics, Endurance,
power to keep their foes within their reach, to empower Perception
their attacks with magic and to trick their enemies with
unexpected spells. Blackguards can range from Dominating Blackguard
psychotic savages who have sold their soul just to
enable them to better kill their prey, to scheming Killing your enemies is important to you, and you want
politicians who have sought out dark forces to help to make sure you get it right. You try to dominate the
them take the power they desire. Whoever they are, battlefield with your keen tactics and your specialized
the magic invested in them makes them powerful spells. You tend towards controller as a secondary roll.
adversaries. A lot of your attacks either force your enemies into
disadvantageous positions, or attack multiple foes at
While a blackguard is not merely an evil paladin, many
once. You should choose primordial pact or shadow
blackguards do worship evil or chaotic evil deities.
pact. Charisma should be your highest ability score,
Some blackguards exploit the similarity between their
followed by either Constitution for primordial pact, or
abilities and those of a paladin. Certain blackguards
Intelligence for shadow pact. Intelligence is also helpful
have been known to infiltrate churches of good gods
to primordial pact blackguards to give them uses of
under the guise of a paladin and then wreak havoc from
bolster, and Constitution is also helpful for shadow pact
inside their order. Even those who accepted a
blackguards for extra hit points and healing surges.
blackguard pact with the best intentions, to use their
power for the cause of good, almost always fall to evil, Suggested Feat (Primordial Pact): Improved
corrupted by their dark masters. Primordial Vengeance (Human feat: Elemental
Versatility)
The pact is complete. Your weapon drips with the blood
of the sacrificed maiden and you feel power surging Suggested Feat (Shadow Pact): Improved Shadow
through your body; it is yours to do with as you choose. Step (Human feat: Shadow Stealth)
Suggested Skills: Intimidate, Arcana, Bluff, Stealth

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Blackguard Overview Demonic Pact
Characteristics: As a defender, you are best when you Demons wish for little except to spread chaos and
get to fight your enemies in melee combat. Your dark destruction. They are often willing to answer the call of
challenge class feature allows you to keep your foes someone who would do anything in exchange for the
there while you beat them to death. You have high power they can grant. The power they infuse into you is
defenses, lots of healing surges, and bolster allows you pure evil, and the longer the pact goes on, the less you
to take a lot of damage before you require healing, so are able to contest its influence.
you can stay in melee while your allies take care of the Demonic Fury: You know the demonic fury at-will
more elusive enemies. spell.
Religion: Blackguards are drawn to evil and chaotic Demonic Ignition: You know the demonic ignition pact
evil deities that teach that power and strength are bane power.
important. However, primordial pact blackguards work
against the gods, rather than worshiping them, and Draconic Pact
may revere the primordials as others do the gods. Dragons are famous for enslaving weaker creatures for
Races: Half-elves, half-orcs, halflings, humans, and use as minions and guards. Some of the most powerful
tieflings are the most likely to force the pacts required dragons go a step further, and use rituals to transform
to become blackguards, and make formidable ones. people into powerful subservient soldiers and special
Dragonborn usually have superior morals that deter agents. Your power gives you dragon-like abilities,
them from such pacts, though they are sometimes making you resistant to energy or granting you a
inclined to seeking out pacts with dragons, where they frightful presence.
make excellent blackguards. Dragon Breath Strike: You know the dragon breath
strike at-will spell.
Implement Draconic Terror: You know the draconic terror pact
The energy imbued into a blackguard is designed to be bane power.
channeled through its weapon. Normally, this requires a Primordial Pact
normal weapon attack, but sometimes attacks of a
more magical nature call for the weapon to be used as The Primordials have been locked away, unable to
an implement. A blackguard wielding a magical melee connect to the mortal world. However, you have
weapon can add its enhancement bonus to attack and managed to make a connection to one and it has given
damage rolls of blackguard powers and blackguard you a tiny shard of its power in exchange for you
paragon path powers that have the implement keyword. learning how to free it. The power that is contained
The blackguard also benefits from the critical entry of inside you manifests as elemental energy.
the weapon when using it as an implement. When a Elemental Assault: You know the elemental assault
weapon is used as an implement, the proficiency bonus at-will spell.
is not added to attack rolls and no property of the
weapon applies other than those stated above. Primordial Vengeance: You know the primordial
vengeance pact bane power.
Blackguard Class Features Shadow Pact
You have made a deal with a dark power: a being of
Blackguard Pact death or even an undead creature. It has empowered
You have entered into a sinister pact with a certain type you with necrotic energy so that you can go out and
of powerful creature. The creature in question cause more death in its name.
determines the specific nature of your pact. Choose Shadow Strike: You know the shadow strike at-will
between one of the following pacts: demonic pact, spell.
draconic pact, primordial pact or shadow pact. The pact
you choose determines the following blackguard Shadow Step: You know the shadow step pact bane
abilities: power.

At-Will Spells: Your pact determines one of the at-will Bolster


spells you know.
Using the bolster power, you can use the power of your
Pact Bane: Your pact includes a pact bane. The pact pact to fortify your body against incoming attacks.
bane is a granted power you can use to keep your foes
where you want them. Dark Challenge
The pact you take also provides bonuses to certain
When you use a blackguard or blackguard paragon path
blackguard powers. Individual powers detail the effects
power, you can choose to put one target that you hit
(if any) your blackguard pact has on them.
with the power under your dark challenge until the end
of the encounter. If the power hits multiple targets, you
can choose which target to put under your dark

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challenge after all the attacks are rolled. Pact Associated Energy (choose one)
When you do this, the creature is marked by you until Demonic Acid, Cold, Fire, Lightning, Thunder
the end of your next turn. It then becomes marked by Draconic As the breath weapon of the dragon who
you until the end of your next turn any time you attack granted your power. Acid, Cold, Fire,
it or end your turn adjacent to it. Lightning, Poison, Thunder
You can have any number of creatures under your dark Primordial Cold, Fire, Lightning, Thunder
challenge. A creature can only be under one dark Shadow Necrotic
challenge at one time; a new dark challenge overrides
an existing one.
Blackguard Powers
Eldritch Strike Your powers are called spells. Each power is associated
All blackguards know the eldritch strike at-will power. with one of the three blackguard pacts, but you aren’t
You gain this power, and a power determined by your limited to choosing powers associated with your pact.
pact. Choosing powers from outside your pact may give you a
wider range of options.
Spells of the demonic and draconic pacts use your
Strength score. The intense energy these pacts channel
into your body is limited by the force you can use to
physically expel it from you. Spells of the primordial and
shadow pacts use your Charisma score. These spells are
more overtly magical and your force of will is important
for wresting the power the spell requires.

Class Features
The blackguard has several class features that work like
powers: bolster, and pact bane powers.

Bolster Blackguard Feature


You evoke the power invested in you from your pact to
protect yourself from incoming assault.
At-Will (Special) – Arcane
Special: You can use this power a number of times per day
equal to your Intelligence modifier (minimum 1), but only
once per round.
Minor Action Personal
Requirement: You must have at least one healing surge
remaining to use this power.
Effect: You spend a healing surge but regain no hit points.
Instead, you gain a number of temporary hit points equal
to your healing surge value.

Demonic Ignition Blackguard (Demonic) Feature

Keyword Your foe bursts into flames as it tries to escape you.


At-Will – Arcane, Fire
Associated Energy: The first time you gain a power
Free Action Close burst 1
that has the associated energy keyword, choose an
Trigger: A creature in burst marked by you and under your
energy type. Your choice of associated energy is limited
dark challenge willingly moves to a different square.
by your pact. Once chosen, your associated energy can
not be changed and applies to all your powers that have Target: The triggering creature
the associated energy keyword. A power that has the Effect: The target takes fire damage equal to 3 + your
associated energy keyword that deals your associated Constitution modifier. Once a creature has triggered this
power, it cannot trigger it again until the start of your next
energy type of damage is considered to have the
turn.
keyword for that energy type (for example, if your
Level 11: Fire damage equal to 6 + your Constitution
associated energy was fire, a power with the associated
modifier.
energy keyword that deals associated energy damage Level 21: Fire damage equal to 9 + your Constitution
has the fire keyword). modifier.

5
Draconic Terror Blackguard (Draconic) Feature Dragon Breath Strike Blackguard (Draconic) Attack 1
Your enemy trembles with fear as it realizes its mistake. As you strike, you spit a small amount of energy at your
At-Will – Arcane, Fear target.
Free Action Close burst 1 At-Will – Arcane, Associated Energy, Weapon
Trigger: A creature in burst marked by you and under your Standard Action Melee weapon
dark challenge willingly moves to a different square. Target: One creature
Target: The triggering creature Attack: Strength vs. AC
Effect: The target takes a -3 penalty to attack rolls with the Hit: 1[W] + Strength modifier damage and the target takes
next attack it makes before the end of its next turn. Once associated energy damage equal to your Charisma
a creature has triggered this power, it cannot trigger it modifier.
again until the start of your next turn. Level 21: 2[W] + Strength modifier damage.

Primordial Vengeance Blackguard (Primordial) Feature Eldritch Strike Blackguard (All) Attack 1
Your target's mind is flooded with the angry voice of your You concentrate on striking your enemy, so that you can
Primordial master and it leaves it unable to defend itself channel hatred or awe into it, forcing it to remain where you
against your vengeance. can attack it.
At-Will – Arcane At-Will – Arcane, Weapon
Free Action Close burst 1 Standard Action Melee weapon
Trigger: A creature in burst marked by you and under your Target: One creature
dark challenge willingly moves to a different square.
Attack: Charisma + 2 or Strength + 2 vs. AC
Target: The triggering creature
Hit: 1[W] damage.
Effect: The target takes a -3 penalty to its defenses against
Level 21: 2[W] damage.
the next attack you make against it until the end of your
next turn. Once a creature has triggered this power, it Special: At 1st level, you determine whether to use your
cannot trigger it again until the start of your next turn. Charisma or Strength to attack with this power. Once you
make that choice, you can't change it later.
Shadow Step Blackguard (Shadow) Feature Special: You can use this power as a melee basic attack.
A creature won't get away from you that easily.
Elemental Assault Blackguard (Primordial) Attack 1
At-Will – Arcane, Teleportation
Your weapon bursts with energy as you attack and it leaps
Free Action Close burst 1
from one target to the next.
Trigger: A creature in burst marked by you and under your
At-Will – Arcane, Associated Energy, Weapon
dark challenge willingly moves to a different square.
Standard Action Melee weapon
Effect: You teleport 3 squares. Once a creature has triggered
this power, it cannot trigger it again until the start of your Target: One creature
next turn. Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier associated energy damage
Level 1 At-Will Spells and one creature adjacent to the target takes associated
energy damage equal to your Charisma modifier.
Demonic Fury Blackguard (Demonic) Attack 1 Level 21: 2[W] + Charisma modifier associated energy
You let out a violent scream and suddenly lash out with quick damage.
jabs.
At-Will – Arcane, Weapon Shadow Strike Blackguard (Shadow) Attack 1

Standard Action Melee weapon You cover your sword in clinging shadow which covers your
targets eyes when you make contact.
Primary Target: One creature
At-Will – Arcane, Weapon
Primary Attack: Strength vs. AC
Standard Action Melee weapon
Hit: 1[W] damage and make a secondary attack.
Target: One creature
Level 21: 2[W] damage.
Attack: Charisma vs. AC
Secondary Target: The primary target.
Hit: 1[W] + Charisma modifier damage and the target takes
Secondary Attack: Strength vs. AC
a -1 penalty to attack rolls until the start of your next turn.
Hit: 1[W] damage. This penalty does not stack with the penalty for attacking
Level 21: 2[W] damage. a creature with concealment.
Level 21: 2[W] + Charisma modifier damage.

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Level 1 Encounter Spells Level 1 Daily Spells
Energy Burst Blackguard (Primordial) Attack 1 Draconic Transformation Blackguard (Draconic) Attack 1
Energy builds up at the tip of your weapon and it explodes From your feet up, your skin grows draconic scales. As your
when you make contact with the target. face becomes scaled, you breath out a wave of energy.
Encounter – Arcane, Associated Energy, Weapon Daily – Arcane, Associated Energy, Implement,
Standard Action Melee weapon Polymorph
Target: One creature Standard Action Close blast 3
Attack: Charisma vs. Reflex Effect: You gain a +1 power bonus to AC and resistance to
associated energy equal to half your level + your Charisma
Hit: 1[W] + Charisma modifier associated energy damage
modifier.
and each creature adjacent to the target except you takes
2 associated energy damage. Target: Each creature in blast
Primordial Pact: The associated energy damage that Attack: Strength vs. Reflex
each creature adjacent to the target except you takes is Hit: 1d12 + Strength modifier associated energy damage.
equal to 1 + your Constitution modifier.
Energy Implantation Blackguard (Primordial) Attack 1
Enraging Strike Blackguard (Demonic) Attack 1
You weapon injects a small shard of energy inside your victim
Your attack inflicts both the target and yourself with a great which proceeds to damage it from the inside.
rage. Daily – Arcane, Associated Energy, Weapon
Encounter – Arcane, Weapon Standard Action Melee weapon
Standard Action Melee weapon Target: One creature
Target: One creature Attack: Charisma vs. AC
Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and the target takes
Hit: 2[W] + Strength modifier damage and you and the ongoing associated energy damage equal to 3 + your
target grant combat advantage, and gain a +1 power Constitution modifier (save ends).
bonus to damage rolls against each other, until the end of Miss: Half damage and ongoing associated energy damage
your next turn. equal to your Constitution modifier (save ends).
Demonic Pact: The power bonus to damage rolls that you
gain is equal to your Constitution modifier. Nova Strike Blackguard (Demonic) Attack 1
You swing your weapon and a nova of energy bursts out from
Terrifying Smite Blackguard (Draconic) Attack 1
you.
You strike your enemy and roar like a dragon. The enemy Daily – Arcane, Associated Energy, Weapon
shakes with fear.
Standard Action Melee weapon
Encounter – Arcane, Fear, Weapon
Primary Target: One creature
Standard Action Melee weapon
Primary Attack: Strength vs. AC
Target: One creature
Hit: 2[W] + Strength modifier damage.
Attack: Strength vs. AC
Effect: Make a secondary attack that is close burst 2 and
Hit: 2[W] + Strength modifier damage and the target takes a uses your weapon as an implement.
-1 penalty to attack rolls against you until the end of your
Secondary Target: You and each creature in burst.
next turn.
Secondary Attack: Strength vs. Reflex
Draconic Pact: The penalty to attack rolls is equal to your
Charisma modifier. Hit: 1d6 + your Constitution modifier associated energy
damage.
Wither Blackguard (Shadow) Attack 1
Shadow Duel Blackguard (Shadow) Attack 1
Energy flows through your weapon and into the target's
body, causing it to become withered and frail. You manipulate the shadows around you, using darkness to
keep your foe engaged.
Encounter – Arcane, Associated Energy, Weapon
Daily – Arcane, Weapon
Standard Action Melee weapon
Standard Action Melee weapon
Target: One creature
Target: One creature
Attack: Charisma vs. AC
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier associated energy damage
and the target gains vulnerability 2 to all damage until the Hit: 2[W] + Charisma modifier damage and you and the
end of your next turn. target treat all creatures except each other as though they
had concealment until the end of your next turn. All other
Shadow Pact: The vulnerability to all damage is equal to
creatures treat you and the target as though you have
1 + your Intelligence modifier.
concealment until the end of your next turn.
Sustain Minor: The concealment effects persist. You can't
sustain this power if the attack missed. You can sustain
this power a number of times equal to your Intelligence
modifier.

7
Level 2 Utility Spells Frightful Strike Blackguard (Shadow) Attack 3
Your attack channels a mild fright into your enemy which
Blend into Shadow Blackguard (Shadow) Utility 2
keeps its attention on you.
Your image becomes part of the shadows around you. Encounter – Arcane, Fear, Weapon
Daily – Arcane, Stance Standard Action Melee weapon
Minor Action Personal Target: One creature
Stance: You gain a bonus to stealth checks equal to your Attack: Charisma vs. AC
Intelligence modifier. You have concealment against any
Hit: 2[W] + Charisma modifier damage and the target takes
creature more than 4 squares away from you.
a -1 penalty to defenses until the end of your next turn.
Cannibalize Blackguard (Demonic) Utility 2 Shadow Pact: The penalty to defenses is equal to your 1
+ half your Intelligence modifier.
You start to eat the flesh of a recently defeated enemy and
your pact rewards you.
Lightning Rend Blackguard (Demonic) Attack 3
Daily – Arcane, Healing
Your weapon flashes with lightning before skewering your
Minor Action Melee touch enemy and you violently rend your enemy as you pull your
Target: One unconscious creature who was reduced to 0 hit weapon out.
points since the end of your last turn. Encounter – Arcane, Lightning, Weapon
Effect: You eat a piece of the target and can spend a healing Standard Action Melee weapon
surge. You gain a number of additional hit points equal to
Primary Target: One creature
your Constitution modifier.
Primary Attack: Strength vs. Reflex
Energy Shield Blackguard (Primordial) Utility 2 Hit: 1[W] + Strength modifier lightning damage and make a
secondary attack.
You create a thin shield of energy around you which damages
any who strike you. Secondary Target: The primary target.
Daily – Arcane, Associated Energy, Stance Secondary Attack: Strength vs. Fortitude
Minor Action Personal Hit: 1[W] + Constitution modifier damage.
Stance: Any enemy that makes a melee attack against you Demonic Pact: The secondary attack also causes the
takes associated energy damage equal to your target to be dazed until the end of its next turn on a hit.
Constitution modifier after the attack is resolved.
Bloody Breath Blackguard (Draconic) Attack 3
Draconic Resilience Blackguard (Draconic) Utility 6 As you become more injured, your anger releases a reserve
With a roar, you shake off a condition that is afflicting you. of power within you.
Encounter – Arcane Encounter – Arcane, Associated Energy, Implement
Minor Action Personal Immediate Reaction Close blast 3
Effect: You make a saving throw with a power bonus equal Trigger: You become bloodied.
to half the sum of your Charisma modifier + your Strength Target: Each creature in blast
modifier. Attack: Strength vs. Reflex
Hit: 2d6 + Strength modifier associated energy damage.
Level 3 Encounter Spells Draconic Pact: The attack deals extra damage equal to
your Charisma modifier.
Elemental Barrier Blackguard (Primordial) Attack 3
As your weapon strikes your target, it projects a barrier of
energy around it. Level 5 Daily Spells
Encounter – Arcane, Associated Energy, Weapon, Zone Elemental Waves Blackguard (Primordial) Attack 5
Standard Action Melee weapon You raise your weapon above your head and it showers the
Primary Target: One creature battlefield with waves of elemental energy.
Primary Attack: Charisma vs. AC Daily – Arcane, Cold, Fire, Lightning, Thunder,
Hit: 2[W] + Charisma modifier damage and the target's Implement
space becomes a zone surrounded by an elemental barrier Standard Action Close burst 2
until the start of your next turn. You can make secondary Target: Each creature in burst
attacks as a free action when a creature moves into or out
of the zone, which use your weapon as an implement. Attack: Charisma vs. Reflex
Secondary Target: One creature moving into or out of Hit: 1d8 cold damage.
the zone. Effect: Make the attack a second time, but dealing fire
Secondary Attack: Charisma vs. Reflex damage. Then make the attack a third time but dealing
lightning damage. Then make the attack a fourth time but
Hit: 1d8 + Charisma modifier associated energy damage. dealing thunder damage. You are dazed until the end of
Primordial Pact: The primary target is also subject to a your next turn.
secondary attack if it makes an attack that does not
include you as a target while in the zone.

8
Sadism Strike Blackguard (Demonic) Attack 5 Devour Life Blackguard (Shadow) Utility 6
Not only do you delight is causing pain, it empowers you. You kill your enemy and consume its life force, which
Daily – Arcane, Weapon sustains your own.
Standard Action Melee weapon Encounter – Arcane, Healing
Target: One creature Free Action Personal
Attack: Strength vs. AC Trigger: You reduce an enemy to 0 hit points.
Hit: 1[W] + Strength modifier damage and you gain a +1 Effect: The triggering enemy dies and you regain a number
power bonus to damage rolls until the end of the of hit points equal to half your level + twice your
encounter. Intelligence modifier.
Effect: Until the end of the encounter, each time you hit with
Draconic Perception Blackguard (Draconic) Utility 6
an attack, the bonus to damage rolls increases by 1, to a
maximum of 1 + your Constitution modifier. If the attack Your senses become as keen as a dragon's.
missed, the bonus is considered to start at +0. Daily – Arcane
Minor Action Personal
Shadow Isolation Blackguard (Shadow) Attack 5
Effect: You gain a power bonus to Perception equal to half
You attack your chosen target, and teleport it, along with the sum of your Charisma modifier + your Strength
yourself, to a more advantageous position. When you appear, modifier for one hour.
shadows swirl around your body.
Daily – Arcane, Teleportation, Weapon Elemental Resistance Blackguard (Primordial) Utility 6
Standard Action Melee weapon Your pact provides elemental protection.
Target: One creature Daily – Arcane, Associated Energy
Attack: Charisma vs. AC Standard Action Melee weapon
Hit: 2[W] + Charisma modifier damage and you teleport the Effect: You gain resistance to associated energy equal to half
target a number of squares equal to your Intelligence your level + your Charisma modifier + your Constitution
modifier and then teleport adjacent to it. You gain modifier until the end of the encounter.
concealment until the end of your next turn.
Miss: You teleport the target a number of squares equal to
your Intelligence modifier and then teleport adjacent to it. Level 7 Encounter Spells
Driving Advance Blackguard (Draconic) Attack 7
Draconic Reach Blackguard (Draconic) Attack 5
Your throw your enemies across the room in a sudden display
Your neck extends and your head becomes that of a dragon. of force.
You bite at your foes with your vicious teeth.
Encounter – Arcane, Weapon
Daily – Arcane, Polymorph, Weapon
Standard Action Melee weapon
Standard Action Melee weapon
Target: One or two creatures
Effect: Your neck and head become those of a dragon. You
can use your bite as a weapon. It has a proficiency bonus Attack: Strength vs. AC, one attack per target
of +2, deals 1d8 damage, belongs to the unarmed group, Hit: 1[W] + Strength modifier damage and you push the
and has the reach property. It has a +1 enhancement target 1 square.
bonus to attack rolls and damage rolls and deals +1d6 Draconic Pact: You push the target a number of squares
damage on a critical hit. You must use your bite for the equal to your Charisma modifier.
following attack.
Level 10: +2 enhancement bonus and +2d6 damage on a Energy Hook Blackguard (Primordial) Attack 7
crit.
You fire a spear of energy at your target which hooks into it,
Level 15: +3 enhancement bonus and +3d6 damage on a
allowing you to drag it closer to you.
crit.
Encounter – Arcane, Associated Energy, Implement,
Target: One creature
Standard Action Ranged 10
Attack: Strength + half your Charisma modifier vs. AC
Target: One creature
Hit: 1[W] + Strength modifier damage and you slide the
target 2 squares. Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier associated energy damage
and you pull the target 2 squares.
Level 6 Utility Spells
Primordial Pact: You pull the target a number of squares
Bloodrage Blackguard (Demonic) Utility 6 equal to 1 + your Constitution modifier.
The blood of battle initiates an unnatural rage.
Daily – Arcane, Stance
Free Action Personal
Trigger: You or an adjacent enemy becomes bloodied.
Stance: You gain a power bonus to melee damage rolls equal
to 1 + your Constitution modifier.

9
Overpower Attack Blackguard (Demonic) Attack 7 Dragon Claws Blackguard (Draconic) Attack 9
Energy fills your body until your blood vessels bulge and your Your weapon melds into your hands, turning them into
eyes bleed. You expel the energy in a devastating blow. bladed claws. You quickly swipe them at a shocked enemy.
Encounter – Arcane, Weapon Daily – Arcane, Associated Energy, Polymorph, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Effect: You take 1d12 damage. Effect: Your weapon melds into your hands, and they
Target: One creature become draconic claws which you can use as a weapon.
The claws have the same statistics as the weapon that was
Attack: Strength vs. AC
melded except they belong to the unarmed group in
Hit: 3[W] + Strength modifier damage. addition to any other group they belong to, and they lose
Demonic Pact: The attack deals extra damage equal to the reach property. You deal extra associated energy
your Constitution modifier. damage equal to half the sum of your Charisma modifier +
your Strength modifier when using your claws as a
Shade Attack Blackguard (Shadow) Attack 7 weapon. You can use your claws for other tasks as though
your hands were free, but if you hold something with a
As you swing your weapon, a wave of shadow follows it down claw, it can not be used to attack.
and fills the area as you draw blood. If you melded a one handed weapon, only one claw is
Encounter – Arcane, Weapon, Zone suitable for use as a weapon. If you melded a versatile
Standard Action Melee weapon weapon, you deal +1 damage when you attack with your
claw and your other claw is free. If you melded a two
Target: One creature handed weapon, you must use both claws to attack with
Attack: Charisma vs. AC them.
Hit: 2[W] + Charisma modifier damage and a zone of Attack: Strength + half your Charisma modifier vs. AC
shadow is created in all squares within burst 2 of the Hit: 1[W] + Strength modifier damage.
target until the end of your next turn. The zone reduces
bright light in the area to dim light.
Elemental Rejuvenation Blackguard (Primordial) Attack 9
Shadow Pact: While in the zone, you can teleport to any
other square in the zone as a move action. Your pact rewards you for unleashing elemental chaos.
Daily – Arcane, Associated Energy, Healing, Weapon

Level 9 Daily Spells Standard Action Melee weapon


Target: One creature
Carve a Path Blackguard (Demonic) Attack 9 Attack: Charisma vs. AC
You smash your way through the battlefield with unnatural Hit: 2[W] + Charisma modifier associated energy damage
speed and strength. and you regain a number of hit points equal to 2 + your
Daily – Arcane, Weapon Constitution modifier.
Standard Action Melee weapon Miss: Half damage.
Target: One creature Effect: You gain regeneration equal to 2 + your Constitution
Attack: Strength vs. AC modifier until the end of your next turn.

Hit: 1[W] damage and you slide the target 1 square and Sustain special: The effect is sustained when you hit with a
move 2 squares. power that has the cold, fire, lightning or thunder
keyword.
Effect: Make the attack a number of times more equal to
your Constitution modifier against different targets.
Energy Sap Blackguard (Shadow) Attack 9
You take the target's strength.
Daily – Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage and the target is
weakened (save ends). You gain a power bonus to damage
rolls equal to your Intelligence modifier while the target is
weakened by this attack.
Miss: Half damage.

10
Level 10 Utility Spells Level 13 Encounter Spells
Aggressive Engagement Blackguard (Draconic) Utility 10 Doppleganger Blackguard (Shadow) Attack 13
As soon as you notice the enemy, you're ready to kill. You create yourself anew from the shadow, and your
Daily – Arcane phantom double attacks your enemy. As it is dragged back to
you, it brings your enemy with it.
No Action Personal
Encounter – Arcane, Illusion, Teleportation, Weapon
Trigger: You roll initiative at the beginning of an encounter
Standard Action Melee weapon
Effect: You gain a bonus to your initiative check equal to
your Charisma modifier. In your first turn, you can shift a Special: You provoke opportunity attacks as though this was
number of squares equal to half your Strength modifier as a ranged attack.
a move action. Effect: You create a shadow duplicate of yourself in an
unoccupied square adjacent to you, which has phasing. It
Aura of Despair Blackguard (Shadow) Utility 10 moves a number of squares equal to your speed without
provoking opportunity attacks and it makes the following
You evoke dark powers to inflict despair upon your enemies.
attack as though it was you.
Encounter – Arcane, Fear
Primary: Target: One creature within reach of your shadow
Minor Action Personal duplicate
Effect: Until the start of your next turn, enemies within 2 Primary Attack: Charisma vs. AC
squares of you take a penalty to attack rolls equal to half
Hit: 2[W] + Charisma modifier damage and make a
your Intelligence modifier.
secondary attack which uses your weapon as an
implement.
Energize Blackguard (Primordial) Utility 10
Secondary Target: The primary target.
Being subjected to elemental forces only increases your
Secondary Attack: Charisma vs. Will
power.
Hit: You teleport the target to a square adjacent to you.
Encounter – Arcane
Shadow Pact: The secondary attack automatically hits.
Immediate Reaction Personal
Trigger: A creature deals damage to you with an attack that Double Arm Rending Blackguard (Demonic) Attack 13
has the cold, fire, lightning or thunder keyword.
Your arm briefly splits into two, allowing you to make more
Effect: Until the end of your next turn, the next attack you
attacks.
make that has the same damage type keyword as the
triggering attack deals extra damage equal to half the Encounter – Arcane, Weapon
damage you took from the triggering attack + your Standard Action Melee weapon
Charisma modifier. Target: One creature
Attack: Strength vs. AC, two attacks
Varying Resistance Blackguard (Demonic) Utility 10
Hit: 1[W] + Strength modifier damage.
Like a demon, you can attune your body to different
Demonic Pact: If both attacks hit, make the attack again
elemental conditions.
against the same target.
Daily – Arcane
Free Action Personal Dragon Rage Blackguard (Draconic) Attack 13
Effect: You gain resistance equal to half your level + your Injury ignites a dragon's anger in you.
Constitution modifier to one energy type chosen from the
Encounter – Arcane, Weapon
following list: acid, cold, fire, lightning, or thunder; until
the end of the encounter or for 5 minutes. You can change Immediate Reaction Melee weapon
the type of energy as a free action 2 times during the Trigger: You are hit by an attack.
encounter. You do not gain the benefit of this resistance to
Target: The triggering creature
a type of energy to which you are vulnerable.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you gain a +1
power bonus to attack rolls and a +2 power bonus to
damage rolls until the end of your next turn.
Draconic Pact: The power bonus to attack rolls is equal to
half your Charisma modifier and the power bonus to
damage rolls is equal to your Charisma modifier.

11
Portal Strike Blackguard (Primordial) Attack 13 Explosive Cyst Blackguard (Demonic) Attack 15
You rip open a dangerous portal which teleports you to a Your attack implants a cyst that grows in power inside the
better position from which to attack. victim before exploding.
Encounter – Arcane, Cold, Fire, Lightning, Daily – Arcane, Weapon
Teleportation, Thunder, Weapon Standard Action Melee weapon
Standard Action Melee weapon Target: One creature
Effect: You teleport 5 squares and take 1d4 cold, fire, Attack: Strength vs. AC
lightning and thunder damage for each square you
Hit: 2[W] + Strength modifier damage and the target gains
teleport.
an explosive cyst (save ends). The condition also ends
Target: One creature after the third failed save. When the condition ends, the
Attack: Charisma vs. AC target takes damage equal to your Constitution modifier. It
Hit: 2[W] + Charisma modifier damage. takes extra damage equal to your Constitution modifier +
3d6 for each save against the condition it failed.
Primordial Pact: The attack deals an extra 1[W]
associated energy damage on a hit. The power gains the
Tail Swipe Blackguard (Draconic) Attack 15
associated energy keyword.
A draconic tail grows from you and you use it to swipe at the
enemy while it reels from your weapon attacks.
Level 15 Daily Spells
Daily – Arcane, Polymorph, Weapon
Blinding Darkness Blackguard (Shadow) Attack 15 Standard Action Melee weapon
You slash your weapon across the foe's eyes and a trail of Effect: You grow a draconic tail. When you hit with a melee
darkness lingers and obscures its vision. attack, you slide the target of that attack one square after
Daily – Arcane, Weapon the attack has been resolved.

Standard Action Melee weapon Target: One creature

Target: One creature Attack: Strength + half your Charisma modifier vs. AC

Attack: Charisma vs. AC Hit: 2[W] + Strength modifier damage.

Hit: 3[W] + Charisma modifier damage and the target is


blinded (save ends). The target takes a penalty to its first Level 16 Utility Spells
saving throw equal to your Intelligence modifier.
Ancient Reprisal Blackguard (Primordial) Utility 16
Energy Net Blackguard (Primordial) Attack 15 You compel any enemy who attacks you to continue to fight
Your attack creates a net of energy over which damages it as to the end.
it attacks. Daily – Arcane
Daily – Arcane, Associated Energy, Weapon Immediate Reaction Close burst 10
Standard Action Melee weapon Trigger: Any enemy in burst attacks you.
Primary Target: One creature Effect: You put the triggering enemy under your dark
Primary Attack: Charisma vs. AC challenge without needing to hit it with an attack. You pull
the triggering enemy and number of squares equal to your
Hit: 2[W] + Charisma modifier associated energy damage
Constitution modifier.
and the target is covered in an energy net (save ends).
While afflicted by this condition, you can make a
Damage Limitation Blackguard (Draconic) Utility 16
secondary attack as an immediate interrupt which uses
your weapon as an implement any time the target makes You prepare your body for imminent assault.
an attack. Encounter – Arcane
Secondary Target: The primary target Minor Action Personal
Secondary Attack: Charisma vs. Fortitude Effect: You gain resist all damage equal to your Strength
Hit: 2d8 + Charisma modifier associated energy damage modifier + your Charisma modifier until the end of your
and the target takes a penalty attack rolls for the next turn.
triggering attack equal to half your Constitution modifier.
Masochistic Reaction Blackguard (Demonic) Utility 16
Even receiving pain invigorates you.
Daily – Arcane
Immediate Reaction Personal
Trigger: You take damage.
Effect: You gain a +1 power bonus to damage rolls until the
end of the encounter. Until the end of the encounter, each
time you are hit by an attack, the bonus increases by 1, to
a maximum of 2 + your Constitution modifier.

12
Protective Darkness Blackguard (Shadow) Utility 16 Necrosis Strike Blackguard (Shadow) Attack 17
The radiance of good can't get anywhere near you. You cut deep and the wound fills with necrotizing energy.
Encounter – Arcane Encounter – Arcane, Associated Energy, Weapon
Immediate Interrupt Personal Standard Action Melee weapon
Trigger: You are hit by an attack that has the radiant Primary Target: One creature
keyword. Primary Attack: Charisma vs. AC
Effect: The gain a power bonus to defenses equal to your Hit: 1[W] + Charisma modifier damage and make a
Intelligence modifier against the triggering attack and you secondary attack that uses your weapon as an implement.
gain concealment until the end of your next turn.
Secondary Target: The primary target
Secondary Attack: Charisma vs. Fortitude
Level 17 Encounter Spells Hit: 2d10 + Charisma modifier associated energy damage.
Draconic Flurry Blackguard (Draconic) Attack 17 Shadow Pact: The target is also weakened until the end
of its next turn if it is hit by the secondary attack.
You thrash your target repeatedly from all sides.
Encounter – Arcane, Weapon
Standard Action Melee weapon
Level 19 Daily Spells
Target: One creature Abduction Blackguard (Shadow) Attack 19
Attack: Strength vs. AC, four attacks You teleport in, attack your target, and teleport out again,
Hit: 1[W] damage. bringing your target with you.
Draconic Pact: If you hit with 3 or more attacks, the Daily – Arcane, Teleportation, Weapon
target takes damage equal to your Strength modifier. Standard Action Melee weapon
Effect: You teleport a number of squares equal to your
Elemental Banishment Blackguard (Primordial) Attack 17
Intelligence modifier.
Your attack pushes the target into portal to another Target: One creature
dimension for a short while. It reappears scorched by chaotic
Attack: Charisma vs. AC
energy.
Hit: 3[W] + Charisma modifier damage and you can teleport
Encounter – Arcane, Associated Energy, Weapon
to your original space. If you do so, you must then teleport
Standard Action Melee weapon the target adjacent to you.
Target: One creature
Attack: Charisma vs. AC Enervating Assault Blackguard (Demonic) Attack 19
Hit: 1[W] + Charisma modifier damage and the target is You relentlessly lash out at your chosen foe, weakening it
banished until the start of its next turn. It then reappears further with each strike. The weaker your foe becomes, the
in its original space, or the closest unoccupied space stronger you become.
possible and takes 2d12 associated energy damage and is Daily – Arcane, Weapon
dazed until the end of its turn.
Standard Action Melee weapon
Primordial Pact: Choose one energy type from the
Target: One creature
following list that isn't the associated energy: cold, fire,
lightning, thunder. The attack gains that keyword and the Attack: Strength vs. AC, three attacks
associated energy damage that this power deals becomes Hit: 1[W] + Strength modifier damage and you regain a
associated energy and that energy type damage. number of hit points equal to your Constitution modifier.
If you hit with one attack, the target takes a -2 penalty to
Mind Merge Blackguard (Demonic) Attack 17 damage rolls and gains vulnerability 2 to all damage (save
ends both).
AS your weapon makes contact with the enemy, you link its
If you hit with two attacks, the penalty to damage rolls
mind to yours so that it may feel your pain.
increases to -4 and the vulnerability increases to 3.
Encounter – Arcane, Psychic, Weapon If you hit with three attacks, the penalty to damage rolls
Standard Action Melee weapon increases to -6 and the vulnerability increases to 4.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and until the end of
your next turn, any time you are hit by an attack, the
target takes psychic damage equal to 1d12 + your
Constitution modifier.
Demonic Pact: The psychic damage the target takes is
equal to 2d12 + your Constitution modifier.

13
Frightful Presence Blackguard (Draconic) Attack 19 Perfect Shadow Blackguard (Shadow) Utility 22
Your skin transforms into draconic scales and you let out a You cast a shroud of shadow over the battlefield and
frightful roar. perfectly blend your image into it.
Daily – Arcane, Associated Energy, Fear, Implement, Daily – Arcane, Zone
Polymorph Minor Action Close burst 4 within 10
Standard Action Close burst 2 Effect: The burst creates a zone of dim illumination until the
Effect: You gain a +1 power bonus to AC and Fortitude and end of your next turn. You are invisible while you are
resistance to associated energy equal to half your level + within the zone.
your Charisma modifier. Sustain Minor: The zone persists. Each time you sustain this
Primary Target: Each enemy in burst power, the size of the burst is reduced by 1. You can't
Primary Attack: Strength vs. Will sustain the power when the size is burst 1.
Hit: The target takes a -2 penalty to attack rolls (save ends).
Ultimate Vengeance Blackguard (Primordial) Utility 22
Make a secondary attack.
Secondary Target: Each creature hit by the primary You force a detrimental effect onto its originator.
attack. Daily – Arcane
Secondary Attack: Strength vs. Will Immediate Interrupt Personal
Hit: The target is stunned and cannot save against the Trigger: You are hit by an attack that gives you a condition
penalty to attack rolls until the end of your next turn. that a save can end, or a condition that ends at the start
or end of your or another creature's next turn.
Unstoppable Energy Blackguard (Primordial) Attack 19 Effect: You do not gain the triggering condition, instead, the
You bring forth energy to dance around your blade that strips creature that made the triggering attack gains the
the enemy of its resistance. condition.
Daily – Arcane, Associated Energy, Weapon
Standard Action Melee weapon Level 23 Encounter Spells
Target: One creature Armor Shred Blackguard (Draconic) Attack 23
Attack: Charisma vs. AC
With a series of forceful slashes, you damage the target's
Hit: The target's associated energy resistance is negated and armor as much as its flesh.
it takes ongoing associated energy damage equal to twice
Encounter – Arcane, Weapon
your Constitution modifier (save ends both).
2[W] + Charisma modifier associated energy damage. Standard Action Melee weapon
Miss: The target's associated energy resistance is reduced by Target: One creature
your Constitution modifier (save ends). Attack: Strength vs. Reflex
Half damage. Hit: 3[W] + Strength modifier damage and the target takes a
-2 penalty to AC until the end of your next turn.
Level 22 Utility Spells Draconic Pact: The penalty to AC is equal to half your
Strength modifier.
Aura of Fright Blackguard (Draconic) Utility 22
Your majestic presence has the enemy quivering and leaving Blood Rush Blackguard (Demonic) Attack 23
themselves vulnerable. As you rush across the battlefield, wisps of burning blood trail
Encounter – Arcane, Fear behind you and entangle your foe as you strike it.
Minor Action Personal Encounter – Arcane, Associated Energy, Weapon
Effect: Enemies adjacent to you take a penalty to defenses Standard Action Melee weapon
equal to one quarter of the sum of your Strength modifier Requirement: You must be bloodied.
+ your Charisma modifier until the end of your next turn.
Effect: You shift a number of squares equal to your
Constitution modifier.
Grabbing Appendages Blackguard (Demonic) Utility 22
Target: One creature
Four mutated arm-like appendages burst from your body and
Attack: Strength vs. AC
hold your enemies in place.
Hit: 4[W] + Strength modifier associated energy damage and
Daily – Arcane, Polymorph
the target is immobilized until the end of your next turn.
Minor Action Personal
Demonic Pact: The target is restrained instead of
Effect: You grow four appendages. You can use them for immobilized.
grabbing, but not for making any other attack. When using
them to grab an enemy, you gain a bonus to the attack
roll equal to your Constitution modifier, and you gain a
bonus to your defenses equal to half your Strength
modifier against attempts to escape the grab. You can only
grab one enemy at a time with the appendages. You can
make a grab attempt as a minor action once per round.

14
Dimension Flurry Blackguard (Shadow) Attack 23 Elemental Vortex Blackguard (Primordial) Attack 25
You quickly teleport around the battlefield, slashing at your Energies appear in a ring around you and violently swirl and
foes as do you do so. crash around the battlefield, pulling your enemies toward
Encounter – Arcane, Weapon you.
Standard Action Melee weapon Daily – Arcane, Associated Energy, Implement
Target: One creature Standard Action Close burst 5
Attack: Charisma vs. AC Target: Each creature in burst
Hit: 1[W] + Charisma modifier damage Attack: Charisma vs. Reflex
Effect: You teleport 4 squares and then make the attack Hit: 4d10 + Charisma modifier associated energy damage
against a different target. Then teleport 4 squares and and you pull the target a number of squares equal to your
make the attack against another different target. Constitution modifier.
Shadow Pact: The number of squares you teleport is Miss: Half damage and you pull the target a number of
equal to 2 + your Intelligence modifier. When you have squares equal to half your Constitution modifier.
made all three attacks, you teleport back to your original
position. Vorpal Claws Blackguard (Draconic) Attack 25
Your weapons melds into your hands and they become
Energy Jet Blackguard (Primordial) Attack 23 glinting draconic claws, which to you use to rip your foes to
You become a jet of pure energy and force yourself onto your shreds.
enemies, scorching them with elemental fury. Daily – Arcane, Associated Energy, Polymorph, Weapon
Encounter – Arcane, Associated Energy, Implement Standard Action Melee weapon
Standard Action Close special Effect: Your weapon melds into your hands, and they
Effect: You shift 5 squares. You can shift through enemies' become draconic claws which you can use as a weapon.
spaces during the shift, but you can't end there. The claws have the same statistics as the weapon that was
melded except they belong to the unarmed group in
Target: Each creature whose space you shifted into.
addition to any other group they belong to, they lose the
Attack: Charisma vs. Reflex reach property, they gain the high crit property and the
Hit: 3d10 + Charisma modifier associated energy damage. brutal 1 property. You deal extra associated energy
damage equal to half the sum of your Charisma modifier +
Primordial Pact: You shift a number of squares equal to
your Strength modifier when using your claws as a
3 + your Constitution modifier.
weapon. You can use your claws for other tasks as though
your hands were free, but if you hold something with a
Level 25 Daily Spells claw, it can not be used to attack.
If you melded a one handed weapon, only one claw is
Curse of Displacement Blackguard (Shadow) Attack 25 suitable for use as a weapon. If you melded a versatile
When you bestow this curse, you can pull the target through weapon, you deal +1 damage when you attack with your
other dimensions like you pull a puppet by its strings. claw and your other claw is free. If you melded a two
handed weapon, you must use both claws to attack with
Daily – Arcane, Teleportation, Weapon them.
Standard Action Melee weapon Attack: Strength + half your Charisma modifier vs. AC
Target: One creature Hit: 3[W] + Strength modifier damage.
Attack: Charisma vs. AC
Hit: 4[W] + Charisma modifier damage and any time the
target misses, you can teleport the target 3 squares and
Level 27 Encounter Spells
cause it to be dazed until the end of its next turn as an Blood Curdle Blackguard (Demonic) Attack 27
immediate reaction (save ends). The target takes a
penalty to its first saving throw equal to your Intelligence As you draw blood from your victim, you let out a blood
modifier. curdling scream which drills into your enemies.
Encounter – Arcane, Fear, Psychic, Weapon
Death Explosion Blackguard (Demonic) Attack 25 Standard Action Melee weapon
Without warning your body explodes, sending a gory Primary Target: One creature
shockwave over your enemies. Your body then reforms from Primary Attack: Strength vs. AC
the bloody remains.
Hit: 3[W] + Strength modifier damage and make a
Daily – Arcane, Implement, Thunder secondary attack which is an implement attack.
Standard Action Close burst 5 Secondary Target: Each enemy in close burst 5
Target: Each creature in burst Secondary Attack: Strength vs. Will
Attack: Strength vs. Reflex Hit: 3d6 + Strength modifier psychic damage and the
Hit: 9d6 + Strength modifier thunder damage. target takes a -2 penalty to attack rolls and defenses until
Miss: Half damage. the end of your next turn.
Effect: You take 9d6 + Strength modifier – Constitution Demonic Pact: You gain a bonus to the secondary attack
modifier damage (no other modifiers). roll against the primary target equal to your Constitution
modifier.

15
Breathe and Cleave Blackguard (Draconic) Attack 27 Level 29 Daily Spells
You breathe a burst of energy around you, and follow it up
with strikes from your weapon. Sweeping Tail Blackguard (Draconic) Attack 29

Encounter – Arcane, Associated Energy, Implement You grow a dragon's tail and make a sweeping blow,
attacking all adjacent enemies and pushing them to where
Standard Action Close burst 2
you want them.
Primary Target: Each creature in burst
Daily – Arcane, Polymorph, Weapon
Primary Attack: Strength vs. Reflex
Standard Action Close burst 1
Hit: 3d6 + Strength modifier associated energy damage and
Effect: You grow a draconic tail. When you hit with a melee
if the target is within your weapon's reach, you can make
attack, you slide the target of that attack one square after
a secondary attack which is a melee weapon attack.
the attack has been resolved. When an adjacent enemy
Secondary Target: Each enemy hit by the primary misses you with a melee attack, as an immediate reaction,
attack. you can knock it prone and make a melee basic attack
Secondary Attack: Strength vs. AC against it.
Hit: 1[W] + Strength modifier damage. Target: One creature
Draconic Pact: The primary target is each enemy in Attack: Strength + half your Charisma modifier vs. AC
burst. The secondary attack deals additional damage equal Hit: 3[W] + Strength modifier damage and you slide the
to your Charisma modifier. target 1 square.

From the Shadows Blackguard (Shadow) Attack 27 Slaughter Strike Blackguard (Demonic) Attack 25
You strike from your advantageous position and then return You focus your power on nothing but the desire to kill your
to it, leaving your enemy bleeding and bewildered. enemy.
Encounter – Arcane, Weapon Daily – Arcane, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Target: One creature that is granting combat advantage Target: One creature
Attack: Charisma vs. AC Attack: Strength vs. AC
Hit: 4[W] + Charisma modifier damage and the target grants Hit: 6[W] + Strength modifier damage and the target takes
combat advantage until the end of your next turn. If you ongoing 15 damage (save ends)
were hidden when you made this attack, you can remain
Aftereffect: Ongoing 10 damage (save ends).
hidden as though you didn't make this attack.
Shadow Pact: The attacks deals extra damage equal to Energy Arc Blackguard (Primordial) Attack 29
1[W] + your Intelligence modifier.
Your attacks establish an arc of chaotic energies between
Resistance Reversal Blackguard (Primordial) Attack 27 your targets which continues to destroy them until they are
far enough apart to break the arc.
As your weapon makes contact, you channel your target's
Daily – Arcane, Associated Energy, Cold, Fire,
innate elemental resistances into yourself.
Lightning, Thunder, Weapon
Encounter – Arcane, Weapon
Standard Action Melee weapon
Standard Action Melee weapon
Target: Two creatures
Target: One creature
Attack: Charisma vs. AC, one attack per target.
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. If you hit two
Hit: 3[W] + Charisma modifier damage and the target loses creatures with this attack, they both take ongoing 10 cold,
all of its resistances and immunities to cold, fire, lightning fire, lightning and thunder damage until they are no longer
and thunder, and you gain those resistances and within a number of squares of each other equal to your
immunities until the end of your next turn. Constitution modifier.
Primordial Pact: If the attack hits, you can spend a Aftereffect: Ongoing 10 associated energy damage (save
healing surge and regain additional hit points equal to ends).
twice your Constitution modifier.

16
Dimensional Mastery Blackguard (Shadow) Attack 29 damage. At 16th level, you take 3d8 damage, at 21st
level, you take 4d8 damage, and at 26th level you take
You attune yourself perfectly to another plane of existence,
moving through it to gain an advantage over your enemies. 5d8 damage.
Daily – Arcane, Associated Energy, Stance, Relentless Destruction (11th Level): When you
Teleportation, Weapon reduce a creature to 0 hit points with an attack, you
Standard Action Melee weapon place another creature within 5 squares of you under
Stance: Once per round you can either teleport a number of your dark challenge as a free action, without needing to
squares equal to your Intelligence modifier or your speed hit it.
(whichever is lower) as a move action, or teleport instead Devastating Chaos (16th Level): When you score a
of move during a charge.
critical hit with a melee attack, roll 1d6 to determine an
Effect: You teleport a number of squares equal to your speed additional effect.
or your Intelligence modifier (whichever is lower).
Target: One creature Result Additional Effect
Attack: Charisma vs. AC 1 The target takes 1[W] extra critical damage,
Hit: 3[W] + Charisma modifier + Intelligence modifier or 1d8 extra critical damage if the attack
associated energy damage. isn't a weapon attack.
2 You slide the target 2 squares.
3 The target grants combat advantage until the
Paragon Paths end of its next turn.
4 The target is knocked prone.
5 Make a melee basic attack against a creature
Demonic Avatar other than the target.
“Compassion, mercy, remorse... even dignity: they're 6 You can spend a healing surge.
all just different words for weakness; they are all
barriers that stop people taking what they desire, and Demonic Avatar Powers
they are barriers that I have put behind me.”
Bloodbath Demonic Avatar Attack 11
Prerequisite: Blackguard, Demonic Pact
You slash your weapon across the creatures surrounding you
You have been warped, both mentally and physically, and proceed to wipe their blood on your face, which
by your horrific pact. There is barely a distinction empowers you.
between your own self and the demonic chaos that Encounter – Arcane, Weapon
grows inside your body. Standard Action Close burst 1
As you grow in power, parts of your body mutate; you Target: Each creature in burst
might grow large boils or small spikes on your skin, a Attack: Strength vs. AC
small tail may grow, the color of your eyes might start Hit: 1[W] + Strength modifier damage. You gain a power
to fluctuate between several unnatural colors, twitching bonus to attacks rolls equal to the number of creatures
antennae might sprout from your head, and so forth. you hit with this attack until the end of your next turn.
You might even suffer internal changes; you might start
to vomit acid onto your food to make it handleable by True Sight Demonic Avatar Utility 12
your warped digestive system, or your blood may Like a powerful demon, you see the unseen.
become hot purple sludge.
Daily – Arcane
You find yourself continuously compelled to commit Minor Action Personal
increasingly depraved acts. Murder wouldn't be enough
Effect: You gain truesight with a range equal to your
without flaying the corpse and decorating the town with constitution modifier until the end of your next turn.
its entrails, and food just wouldn't be the same if it
wasn't alive and screaming while you sucked on its
bones.
If the demon that granted your power even knew of the
achievements you have made, it wouldn't care. The
terrible destruction you are destined to unleash just
goes to show that the investment it made has payed
off, and no further work is required.

Demonic Avatar Features


Depraved Action (11th Level): When you spend an
action point to take an extra action that you use to
make an attack, and you miss a target with the attack,
you can reroll the attack. Use the second roll, even if
it's lower. If the attack still misses, you take 2d8

17
Poison Cloud Demonic Avatar Attack 20 effects at one time. You can be effected by one
polymorph power from each category in the table below
You ram your weapon into your foe and it coughs out a cloud
of vicious green gas. at the same time. If you become effected by one power
from each of the categories, your form becomes
Daily – Arcane, Poison, Weapon, Zone
completely draconic. Until you are no longer affected by
Standard Action Melee weapon
all of those powers, your size becomes large, you can
Primary Target: One creature use your fly speed without limitation, and you can no
Primary Attack: Strength vs. AC longer wield weapons or shields. All your equipment
Hit: 1[W] + Strength modifier damage and the target coughs melds into your form; you retain the bonuses and
out a zone of poisonous gas, the size of which is equal to properties of the equipment but cannot use item
the target's space + all squares within 2 squares of it. The powers.
zone lasts for 5 minutes. Make a secondary attack which
uses your weapon as an implement. Category Powers
Secondary Target: Each creature in the zone when it is Skin 1: Draconic Transformation
created and each creature that enters the zone or starts its 19: Frightful Presence
turn in the zone. Head 5: Draconic Reach
Secondary Attack: Strength vs. Fortitude 20: Clasp
Hit: 1d6 + Strength modifier poison damage and the Claws 9: Dragon Claws
target takes a -2 penalty to attack rolls until the start of its 25: Vorpal Claws
next turn. Tail 15: Tail Swipe
29: Sweeping Tail
Dragon Disciple
Dragon Disciple Powers
”Stop calling me a human, I am more than that now. It
is despicable that I still resemble such an inferior Breath Weapon Dragon Disciple Attack 11
creature.” You breathe a spray of energy over your foes.
Prerequisite: Blackguard, Draconic Pact Encounter – Arcane, Associated Energy, Implement
You have grown closer to the dragon who granted your Standard Action Close blast 3
power, and it regards you as a valuable servant. As the Target: Each creature in blast
draconic magic that flows through you becomes more Attack: Strength vs. defense determined by associated
prominent, you start to develop some distinctly draconic energy.
traits. You might start to desire wealth just for the sake Acid: Reflex Cold: Reflex
of knowing you have it. You might start to see those Fire: Reflex Lightning: Reflex
who are weaker than you as insignificant and Poison: Fortitude Thunder: Fortitude
disposable. You might become more solitary and start Hit: 3d6 + Strength modifier associated energy damage and,
to resent having to be accompanied everywhere by the if noted, the target is afflicted by a condition determined
by the associated energy until the end of your next turn.
rest of your party. The climate in which your draconic
Acid: -2 penalty to AC Cold: Weakened
master lives may become more comfortable for you to Poison: Immobilized
live in.
Miss: Determined by the associated energy if noted.
You also start to develop some keen draconic senses, Fire: Half damage. Lightning: Half damage.
allowing you to see perfectly in the dark, and you even Thunder: Half damage.
grow draconic wings. Eventually, the magic inside you
that connects you to your dragon master becomes so Draconic Grace Dragon Disciple Utility 12
strong that you can change into a completely draconic Your pact protects you from detrimental conditions.
form for short periods of time. Daily – Arcane
Minor Action Personal
Dragon Disciple Features Effect: You gain a +3 power bonus to saving throws until the
Extra Breath Action (11th Level): When you spend end of the encounter.
an action point to take an extra action, you can use
breath weapon even if it is expended. If it is not
expended, it doesn't become expended.
Dragonvision (11th Level): You gain darkvision and a
+2 bonus to Perception.
Draconic Body (16th Level): You grow wings and gain
a fly speed of 6. Using your wings is draining and you
can only fly for a number of rounds equal to your
Strength modifier between each rest. If you are flying
at the end of this time, you crash.
Additionally, you can benefit from multiple polymorph

18
Clasp Blackguard (Draconic) Attack 20 Patron's Doom Master of Shadow Feature
Your head becomes draconic and you bite the enemy, holding Having developed more control over your pact, you can do
them in place while you continue your assault. more than simply chase after a foe.
Daily – Arcane, Polymorph, Weapon At-Will – Arcane
Standard Action Melee weapon Free Action Close burst 1
Effect: Your neck and head become those of a dragon. You Trigger: A creature in burst marked by you and under your
can use your bite as a weapon. It has a proficiency bonus dark challenge willingly moves to a different square.
of +2, deals 1d8 damage, belongs to the unarmed group, Target: None or the triggering creature.
and has the reach property. It has a +4 enhancement
Effect: Roll 1d6. Use the effect rolled or any result lower
bonus to attack rolls and damage rolls and deals +4d6
than that on the list below.
damage on a critical hit. You can make opportunity attacks
with your bite as though you had threatening reach. You 1 or 2: You teleport 3 squares. The power has the
must use your bite for the following attack. teleportation keyword if you use this effect.
3: You teleport 3 squares and gain concealment until the
Level 25: +5 enhancement bonus and +5d6 damage on a
end of your next turn. The power has the teleportation
crit.
keyword if you use this effect.
Level 30: +6 enhancement bonus and +6d6 damage on a
4: The target grants combat advantage until the end of its
crit.
next turn.
Target: One creature 5: The target is weakened until the end of its next turn.
Attack: Strength + half your Charisma modifier vs. AC 6: You place an enemy other than the triggering creature
Hit: 2[W] + Strength modifier damage and the target is within 5 squares of you under your dark challenge without
grabbed (until escape). The grab is made with your bite so needing to hit it. You can only use this effect once per
your hands remain free but you can't use your bite for encounter.
anything else. Once a creature has triggered this power, it cannot trigger it
again until the start of your next turn.

Master of Shadow Master of Shadow Powers


“I searched for the meaning of life and I found that it
Bloody Transpotition Master of Shadow Attack 11
was death. Now I search for the meaning of death.”
Your blade becomes rippling black energy and it slides
Prerequisite: Blackguard, Shadow Pact effortlessly into your foe. One it starts to rematerialize, you
As you dwell in the shadows and receive tutelage from teleport away, taking part of your foe with you.
the creature who granted your pact, you become more Encounter – Arcane, Necrotic, Teleportation, Weapon
and more corrupt and obsessed with death. Through Standard Action Melee weapon
this obsession, you become stronger, as you will not Target: One creature
accept death without fully understanding what it is. You Attack: Charisma vs. Fortitude
don't fear death, you respect it, and you prefer to keep
Hit: You teleport 3 squares and the target takes 1[W] +
yourself away from it while you work out weather you Charisma modifier damage.
are on the same side, or weather it will eventually take
Miss: You teleport 3 squares.
you like you have taken so many of your enemies for it.
Darkness and death have become parts of your very Morbid Renewal Master of Shadow Utility 12
being. You accept no guilt for killing, as you have no As you take your victim's life, your energy is renewed.
respect for those who can not control death, and avoid
Encounter – Arcane
it until a time they choose themselves.
Free Action Personal
Master of Shadow Features Trigger: You kill a creature
Effect: Make a saving throw with a bonus equal to your
Corrupted Action (11th Level): When you spend an Intelligence modifier against each effect on you that a save
action point to take an extra action that you use to can end.
make an attack, you can put one target that you miss
with the attack under your dark challenge as though the
attack had hit. This doesn't allow you to put more than
one creature under your dark challenge with one power.
Slashing Shockwave (11th Level): When you enter a
square by teleporting, you can choose to have enemies
adjacent to that square take damage equal to your
Intelligence modifier. When you do this, you can not do
it again until the start of your next turn.
Patron's Doom (16th Level): Replace shadow step
with patron's doom.

19
Vampiric Strike Master of Shadow Attack 20 Elemental Body Supreme Elementalist Utility 12
You spill the blood of your enemies and it revitalizes you. You transform your body into pure elemental energy, taking
Daily – Arcane, Healing, Stance, Weapon on the appearance of an archon.
Standard Action Melee weapon Daily – Arcane, Associated Energy, Polymorph
Stance: You regain a number of hit points equal to your Minor Action Personal
Charisma modifier when you hit with a blackguard Effect: You are immune to disease. You gain resist
(shadow) or master of shadow attack. You can only gain associated energy and poison equal to your level + your
these hit points once with each power you use. Charisma modifier. Your melee attacks deal 1d6 extra
Target: One creature associated energy damage.
Attack: Charisma vs. AC
Aura of Chaos Supreme Elementalist Attack 20
Hit: 2[W] + Charisma modifier damage and you can spend a
healing surge. You use your body as a conduit for channeling elemental
energy which floods the battlefield.
Miss: Half damage and you regain a number of hit points
equal to your Charisma modifier. Daily – Arcane, Associated Energy, Implement, Stance
Standard Action Personal
Stance: Any creature that starts its turn within 2 squares of
Supreme Elementalist you takes 1d8 associated energy damage and is effected
based on associated energy as long as you are able to
“The power I wield is great, but it is completely
make opportunity attacks.
insignificant compared to the power that the Primordials Cold: The creature is slowed until the start of its next
will wield when I have freed them from their prisons.” turn.
Prerequisite: Blackguard, Primordial Pact Fire: The creature takes an additional 1d8 associated
energy damage.
As you continue the quest that your pact demands you Lightning: The creature takes a -1 penalty to attack rolls
work towards, the elemental power that your Primordial until the start of its next turn.
patron empowers you with grows. However, your quest Thunder: The creature is knocked prone.
will eventually have you fighting against the gods
themselves if you are to succeed in the goals of the
ancient primordials. For this reason, you are bestowed Feats
with power to smite down the servants of the gods
particularly effectively. The feats presented here allow some customization of
the blackguard. They represent impressive control of
Supreme Elementalist Features the blackguard's pact and are things that most
blackguards will never be able to do.
Enemy of the Gods (11th Level): You gain a +2
bonus to damage rolls against immortal creatures and
and any creature who used a power with the divine Heroic Tier Feats
keyword since the end of your last turn. The feats in this section are available to a blackguard of
Enervating Action (11th Level): When you spend an any level who meets the other prerequisites.
action point to take an extra action that you use to
make an attack with the cold, fire, lightning or thunder Draconic Hardiness
keyword, one creature hit by the attack also gains Prerequisites: Str 15, draconic pact
vulnerability 10 to all energy types of the attack until
the end of your next turn. You choose which creature Benefit: You gain a bonus to your healing surge value
when the attack has been resolved. equal to half your Strength modifier. You age at half the
normal speed for members of your race.
Elemental Supremacy (16th Level): Elemental
creatures take a -1 penalty to attacks rolls against you. Elemental Versatility
Supreme Elementalist Powers Prerequisites: Cha 15, primordial pact

Elemental Binding Supreme Elementalist Attack 11


Benefit: Choose an energy type that isn't your
associated energy from the following list: cold, fire,
As you strike your enemy, an elemental whirlwind forms lightning, thunder. After each rest, you can choose one
around it, holding it in place.
encounter or daily power to use that energy type as its
Encounter – Arcane, Cold, Fire, Lightning, Thunder, associated energy instead of your normal associated
Weapon
energy.
Standard Action Melee weapon
Level 11: Choose two powers.
Target: One creature
Attack: Charisma vs. AC Level 21: Choose three powers.
Hit: 1[W] + Charisma modifier cold, fire, lightning and
thunder damage and the target is restrained until the end
of your next turn.

20
Enhanced Bolster Altruistic Bolster
Prerequisites: Con 15, bolster power Prerequisites: Int 15, bolster power
Benefit: When you use bolster, you gain additional Benefit: The type and range of bolster is melee touch
temporary hit points equal to your Constitution instead of personal. The target is you or one creature.
modifier. The effect is you spend a healing surge but regain no
hit points, instead, the target gains a number of
Extra Bolster temporary hit points equal to its healing surge value.
Prerequisites: Int 13, Con 13, bolster power
Elemental Mixture
Benefit: You gain one additional daily use of bolster.
Prerequisites: Cha 17, primordial pact
Improved Demonic Ignition Benefit: Choose a energy type that isn't your
associated energy from the following list: cold, fire,
Prerequisites: Str 15, demonic pact
lightning, thunder. After each rest, you can choose one
Benefit: When an enemy triggers demonic ignition, it encounter or daily power to use that energy type in
takes 2 additional fire damage. addition to your normal associated energy type. All
Level 6: 3 additional fire damage. associated energy damage dealt by that power is both
energy types, and powers that have additional effects
Level 11: 4 additional fire damage. based on associated energy create the effect from both
Level 16: 5 additional fire damage. energy types.
Level 21: 6 additional fire damage. Level 21: Choose two powers.

Improved Draconic Terror Murderous Reward


Prerequisites: Cha 13, draconic pact Prerequisites: Cha 17, shadow pact
Benefit: When an enemy triggers draconic terror, it Benefit: When you reduce a creature to 0 hit points,
takes a -1 penalty to defenses until the end of your you regain a number of hit points equal to your
next turn in addition to the penalty to attack rolls. Charisma modifier.
Level 16: 1 + your Charisma modifier.
Improved Primordial Vengeance
Level 21: 2 + your Charisma modifier.
Prerequisites: Con 13, primordial pact
Level 26: 3 + your Charisma modifier.
Benefit: When an enemy triggers primordial
vengeance, you gain a bonus to damage rolls equal to Pact Bane Reach
your Constitution modifier against that enemy until the
end of your next turn. Benefit: The range of your pact bane power increases
to burst 5. A creature does not trigger the power if it
Improved Shadow Step moves closer to you.

Prerequisites: Int 13, shadow pact Level 21: Burst 10.

Benefit: When an enemy triggers shadow step or Prey on the Weak


patron's doom, if the effect lets you teleport, you can
teleport 2 additional squares. Prerequisites: Con 15, demonic pact
Benefit: You gain a bonus to damage rolls equal to half
Shadow Stealth your Constitution modifier when you are attacking a
Prerequisites: Int 13, shadow pact bloodied creature with a blackguard or demonic avatar
power.
Benefit: You may add your Intelligence modifier to
Stealth checks instead of your Dexterity modifier. Solitary Engagement
Slaughter Sense Prerequisites: Cha 15, draconic pact

Prerequisites: Con 13, demonic pact Benefit: When you are adjacent to only one creature
and that creature is adjacent to only you, you gain a +1
Benefit: You may add your Constitution modifier to bonus to defenses against that creature's attacks.
Initiative checks instead of your Dexterity modifier.
Epic Tier Feats
Paragon Tier Feats
The feats in this section are available to a blackguard of
The feats in this section are available to a blackguard of 21st level or higher who meets the other prerequisites.
11th level or higher who meets the other prerequisites.

21
Bloodied Focus this feat, you fall from grace and the favor of your deity
is lost to you forever. You immediately become a
Prerequisites: Con 19, demonic pact blackguard instead of a paladin. You lose all paladin
Benefit: The first time you become bloodied in an class features, and gain all blackguard class features.
encounter, you gain a +3 bonus to attack rolls until the You retrain all your paladin powers to blackguard
end of your next turn. powers. You retrain all of your skills that aren't on the
blackguard skill list. You retrain all your feats that you
Bolster Strength no longer meet the prerequisites for, including this one.

Prerequisites: Str 21 or Cha 21, bolster power


Benefit: When you use bolster on yourself, your Magic Weapons
attacks deal an extra 1[W] damage or 1d8 damage if
In this section several weapons that the blackguard
the attack isn't a weapon attack on a hit until the start
may find useful on his adventures are described.
of your next turn.
Pact Bludgeon Level 5+
Complete Recovery This weapon is sure to see that you outlive your victim.
Prerequisites: Str 21, Cha 17, draconic pact Lvl 5 +1 1000 gp Lvl 20 +4 125,000 gp
Benefit: When you use your second wind, you can Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
make a saving throw with a +2 bonus against each Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
effect on you that a save can end. Weapon: Hammer, Mace, Staff
Enhancement: Attack rolls and damage rolls
Elemental Mastery Critical: +1d6 damage per plus.
Prerequisites: Cha 21, Con 17, primordial pact Property: When you hit a creature under your dark
challenge, you gain a number of temporary hit points
Benefit: You can score a critical hit with a blackguard equal to this weapon's enhancement bonus. This property
or blackguard paragon path power with the cold, fire, applies when you are using this weapon as an implement.
lightning or thunder keyword on a natural roll of 19 or
20 if you hit the target with a power with the cold, fire, Pact Edge Level 3+
lightning or thunder keyword since the start of your last
This is the preferred weapon for blackguards who wants to
turn. take on multiple enemies at once.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
One with Shadows
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Prerequisites: Int 19, shadow pact Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Benefit: You gain a +1 bonus to attack rolls when you Weapon: Axe, Heavy Blade
have concealment. Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus or +1d10 damage per plus
Multiclass Feat against enemies that are under your dark challenge.
Property: When you use a blackguard or blackguard paragon
The feat in this section allows a character to enter into
path power, you can choose to put two targets that you hit
a minor pact with a powerful creature. with the power under your dark challenge, instead of only
one. This property applies when you are using this weapon
Soldier of Darkness as an implement. This property does not apply to anyone
[Multiclass Blackguard] who can't put a creature under their dark challenge.

Prerequisites: Str 13 or Cha 13 Pact Point Level 4+


Benefit: You gain training in one skill from the While you hold this weapon, you see can see your enemies
blackguard's class skill list. even through the shadows.

Choose a blackguard pact. Once per encounter, when Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
you hit an enemy with an attack, you can put that Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
enemy under your dark challenge until the end of your Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
next turn. The attack doesn't have to be a blackguard Weapon: Flail, Light Blade, Pick, Spear
or blackguard paragon path power. During that time, Enhancement: Attack rolls and damage rolls
you can use the pact bane power of the pact you Critical: +1d6 damage per plus
choose. You can pursue the blackguard paragon path
Property: You don't take a penalty to attack rolls when
based on that pact.
attacking a creature that has concealment (but not total
In addition, you can use a melee weapon as an concealment) with a blackguard or blackguard paragon
implement when using a blackguard or blackguard path power. This property applies when you are using this
paragon path power with the implement keyword. weapon as an implement.

If you are a good or lawful good paladin when you take

22
Blackguard NPCs
The following section shows how to create blackguard
NPCs.

Blackguard Template
Power Source: Arcane
Blackguard Elite Soldier
Defenses: +1 Fortitude, +1 Reflex, +1 Will
Saving Throws: +2
Action Point 1
Hit Points: +8 per level + Constitution score
Weapon Proficiency: Simple melee, military melee, simple
ranged
Armor Proficiency: Cloth, leather, hide, chain, scale; light
shield, heavy shield
Trained Skills: Two from blackguard class skill list.
Class Features: Blackguard Pact, bolster, Dark Challenge,
eldritch strike
Implement: Melee weapons

Blackguard NPC Design


Power Source: Arcane Role: Soldier
Defenses: +1 Fortitude, +1 Reflex, +1 Will
Hit Points: 8 per level + Constitution score
Weapon Proficiency: Simple melee, military melee, simple
ranged
Armor Proficiency: Cloth, leather, hide, chain, scale; light
shield, heavy shield
Trained Skills: Two from blackguard class skill list.
Class Features: Blackguard Pact, bolster, Dark Challenge,
eldritch strike
Implement: Melee weapons

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