Está en la página 1de 7

Darkest Dungeon Heroes as Archetypes

his document contains the heroes from


Darkest Dungeon made into archetypes for
Dungeons and dragons fifth edition. I have
tried my best to bring across the flavour of
each class as best I could. Below is my
thoughts and reasoning on each archetype.

Abomination
The Abomination is one of my favorite heroes in the game,
but one of the hardest to make decisions about. I chose
barbarian as the base class for two reasons.
Firstly, it's unarmored defense feature helps keep the
theme of the Abomination not wearing armor.
Secondly, the rage feature is already established as a sort
of on-off switch I could easily use.
The features I gave the class were fairly straight forward
until the last two. I decided to reflect the characters durability
in ways that made since for fifth edition.

Antiquarian
This was a difficult one. The Antiquarian isn't the best
combatant, but every D&D class is a decent combatant. I
decided that this aspect of the hero be reflect through the
features. None really help in fighting enemies, and a majority
have out of combat uses.

Arbalest
At first I was going to make this a fighter archetype but
thought against it. The marking feature is already available
with hunter's mark, so why complicate things. Giving them a
feat instead of a original feature was a tough decision, but in
the end it was a vital part of who the Arbalest is.

Bounty Hunter
Similar to the Arbalest this was going to be a ranger
archetype. Mostly this was because of hunters mark, but I
decided fighter would suit the Bounty Hunter better. The
Bounty Hunter relies a lot on equipment in the game, but you
can't really do that with features, so I tried to make features
that reflected other aspects. The bounty hunter has a lot of
big damage moves like collect and finish him, which is where
the final two features come from.

Crusader

Hellion
This one I felt could just be a Path of the Berserker, but I
tried something new and think this works pretty well.

Highwayman
The Highwayman is one of the most loved heroes in Darkest
Dungeon, but it is hard to separate him from his blade and
pistol style. I decided to run with that and put in a note about
firearms.

Houndmaster
This one I couldn't make an archetype for. It's a Beast Master
ranger and I couldn't think of any way to change that in a
meaningful way.

Jester
While I felt this hero could just be the College of Satire from
unearthed arcana, I think this worked out well.

Leper
The Leper is another favorite of mine, and while he does
wield a sword and wear armor I felt trying something
different was worth it. The warrior poet aspect of the
character is why I chose monk and it worked out well.

Man-at-Arms
Another I couldn't turn into an archetype. Battle Master
Fighter already exists.

Occultist
Yet another class I couldn't bring anything fresh to. The Great
Old One patron works just fine for the Occultist.

Plague Doctor
The Plague Doctor was a weird one. I decided on rogue
because their dagger deals decent damage and it would be a
great base to build off. This is the one I am the most proud of,
I think it turned out really well.

Vestal
This hero is a life domain cleric. Just play a life domain cleric.

Honestly I felt like the Crusader could just be a Devotion


paladin but I decided to work off his Zealousness. This Oath
is the product of that.

Grave Robber
This was fairly straight forward. While I can't transfer the
abilities from Darkest Dungeon exactly as they are, the theme
and feel is kept the same, I believe.

DARKEST DUNGEON

Path of the Abomination

School of Antiquities

Barbarians who walk this path hide a terrible secret.


Whether through their actions or outside forces, an eldritch
poison courses through their veins giving them unspeakable
power, at a terrible cost. During times of great stress this
manifests as a transformation into a horrifying creature of
unbridled rage.

Antiquarians are scholars, researchers, and keen


archaeologists. They are not, however, combatants. They rely
on their allies to keep them safe while they explore the
unknown.

Transformation

Beginning when you select this school at 2nd level, the gold
and time you must spend to copy a spell with the ritual tag
into your spellbook is halved.
In addition you can scribe any spell with the ritual tag into
your spellbook, even if you could not normally do so. Spells
learned this way count as wizard spells for you.

Starting when you choose this path ar 3rd level, you can
transform into an abomination when you rage. If you do so,
for the duration of the rage you transform into an
abomination. While you are in this form you cannot end your
rage early and must attack enemy creatures every turn if you
are able. You also gain the following benefits:

Claws
You grow a pair of vicious claws while transformed. These
claws count as light weapons.
The claws deal 1d4 slashing damage. This damage
increases to 1d6 at 5th level, 1d8 at 11th, and 1d10 at 17th.
At 6th level these claws count as magical for the purposes
of overcoming resistance and immunity to nonmagical
attacks and damage.

Horns
You grow pointed horns while transformed.
When you use the Attack action during your turn to make a
melee attack, you can attempt to shove a creature with your
horns as a bonus action. You cannot use this shove attempt to
knock a creature prone.

Beast's Bile
Beginning at 6th level, while transformed your form produces
acid which you can use to harm your foes.
You can use your action to exhale caustic acid in a 15-footcone, spraying each creature in the area in burning bile.
When you use your bile, each creature in the area must
make a Dexterity saving throw. The DC for this saving throw
equals 8 + your Constitution modifier + your proficiency
bonus. A creature takes 3d6 acid damage on a failed save,
and half as much damage on a successful one. The damage
increases to 4d6 at 11th level, and 5d6 at 16th level.
After you use your bile, you can't use it again for the
duration of that rage.

Scarred Hide
Starting at 10th level, while transformed your hide becomes
unbelievably tough.
While transformed non-magic damage you take is reduced
by 3.

Eldritch Blood
At 14th level the eldritch blood flowing in your veins is at its
most potent, protecting you from other magics.
While transformed you have advantage on saving throws
against spells and resistance to damage from spells.

DARKEST DUNGEON

Ceremonial Savant

Antiquarian's Mind
Starting at 2nd level, your study of various antiquities gives
you knowledge about numerous things.
You can choose two additional skills from the wizard skill
list to gain proficiency with.

Trinket Scrounger
Starting at 6th level, you can find oddities of interest
regardless of where you are. While you are in a town or city
you can try to hunt down shopkeepers, criminals, nobles or
anyone else who may want to buy or sell magical items. Once
a month you can make an investigation check to scrounge.
The results and difficulty of this check are up to your DM,
who may use the table below as an example.

Trinket Scrounging
DC

Result

10

1d4 Common Magic Items

15

1d6 Common Magic Items

20

1d4 Uncommon Magic Items

25

1 Rare Magic Item

30

1 Very Rare Magic Item

Curious Incantation
At 10th level, you can spend 10 minutes reciting a strange
song to those around you. When you do any friendly creature
within 15 feet who can hear you becomes immune to the
frightened condition for 1 hour and gains temporary hit
points equal to your Intelligence modifier + your wizard level.
You cannot use this feature again until you finish a short or
long rest.

Self Preservation
Starting at 14th level, you can use your reaction when an
enemy attacks you to escape, leaving an ally in the way.
When an enemy makes an attack against you, choose an
ally you can see within 30 feet. If your ally is willing, you both
teleport, swapping places.
The enemies attack still takes place, but the target is the
ally that was teleported.

Ranger Archetype:
Arbalest

Fighter Archetype: Bounty


Hunter

An arbalest is a definitive backline fighter. Able to rain


suppressing fire down on the enemy, snipe high profile
targets and apply powerfully effective first-aid, they are a
rallying point, a turret, a beacon in the dark.

Sinister and precise, a bounty hunter specializes in targeting


a single foe to deliver its head for the reward. He has found
that simply striking before thinking is an ineffective way to
kill, so he has taught himself many ways to take advantage of
his foe's vulnerabilities.

Crossbow Expert
Starting at 3rd level, thanks to extensive practice with the
crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which
you are proficient.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one
handed weapon, you can use a bonus action to attack with
a loaded hand crossbow you are holding.

Triage
At 7th level, you can use an action to treat the wounds of
yourself or a creature within 5 feet of you. The target regains
hit points equal to 1d10 + your ranger level.
Once you use this feature, you must finish a short or long
rest before you can use it again.

Sniper Shot
Starting at 11th level, you have mastered ranged weapons
and have become an excellent marksman.
Before you make an attack with a ranged weapon that you
are proficient with, you can choose to have a +10 bonus to the
attack roll. If the attack hits, you have a -5 penalty to the
attack's damage.

Mark for Death


Beginning when you choose this archetype at 3rd level, you
have learned to kill specific targets.
You can cast the hunter's mark spell a number of times
equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.

Dirty Fighting
At 7th level when you use the shove action against a creature,
you can use a bonus action to make a weapon attack against
that creature.

Tracking
Beginning when you choose this archetype at 10th level, you
have learned to track specific targets.
You can cast the locate creature spell.
When you use this feature you must finish a long rest
before you can use it again.

Finish Them
At 15th level, from collecting numerous bounties you have
learned how to end a fight. When you attack a creature that is
below half its hit point maximum your weapon attacks score
a critical hit on a roll of 18-20.

Suppressing Fire

Death Strike

Starting at 15th level you can use your action to mark a 10


foot radius area you can see within your weapon's range.
When a creature within that area moves you may make an
attack against it. If you hit a creature with this attack, the
creatures speed becomes 0 for the rest of the turn. You must
have ammunition for each target, as normal, and you make a
separate attack roll for each target.

Starting at 18th level, you become a master of instant death.


When you attack and hit a creature that is surprised, it must
make a Constitution saving throw (DC 8 + your Strength
modifier + your proficiency bonus). On a failed save, double
the damage of your attack against the creature.

Bounty Hunter's Hook


A bounty hunter's hook uses the whip's statistics
but also has the special property. The special
property allows a creature to make an opposed
check (Athletics versus enemy Athletics or
Acrobatics) against an enemy hit by the weapons
attack. If the enemy fails the check they are pulled
5 feet towards the user if it is able.

DARKEST DUNGEON

Oath of the Zealous


Every cause needs a champion, a zealous hero to rally
otherwise common men to a righteous cause and lead them
to victory. The crusader is that zealot. With holy blade in
hand he smites the wicked and sends them back to the
darkness from whence they crept.

Tenets of Zeal
Though the exact words and strictures of the Oath of the
Zealous vary, paladins of this oath share these tenets.
Righteousness. Always strive to do what you believe is
right, but heed the advice of others.
Conviction. Take pride in your beliefs and in your choices,
but not to a fault.
Leadership. Seek to lead others towards collective goals,
but take their advice when given.
Vigilance. Watch over those you lead with care, but only
when you are fully capable of doing so.
Mercy. Show mercy to your foes when deserved, except for
your sworn enemies.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Zealous


Paladin Level Spells
3rd

divine favor, heroism

5th

prayer of healing, warding bond

9th

beacon of hope, haste

13th

death ward, guardian of faith

17th

immolation, mass cure wounds

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Holy Lance. As an action, you imbue your weapon with
your zeal. You gain bonus movement equal to half your speed,
can use your bonus action to make a melee weapon attack
and don't expend spell slots when smiting for this turn.
Zealous Accusation. As an action, you hold your holy
symbol high and give a zealous speech. Each hostile creature
within 20 feet of you must make a constitution save or take
radiant damage equal to your paladin level + your Charisma
modifier. Undead have disadvantage on this saving throw.

Aura of Zeal
Starting at 7th level, you and friendly creatures within 10 feet
of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.

Stand Tall
Starting at 15th level, when an ally within 30 feet of you is
reduced to 0 hit points and are not killed outright, you can
use your reaction to cause them to drop to 1 hit point instead.
Once you use this ability, you can't use it again until you
finish a long rest.

Zealous
DARKEST DUNGEON
Conviction

Zealous Conviction
At 20th level, as an action, holy white flames envelop your
form. For 1 minute, bright light shines from you in a 30-foot
radius, and dim light shines 30 feet beyond that.
Whenever an allied creature starts its turn in the bright
light, the creature regains 10 hit points.
In addition, for the duration, you can smite without
expending spell slots.
Once you use this feature, you can't use it again until you
finish a long rest.

Roguish Archetype: Grave


Robber
A grave robber is a versatile and nimble combatant, moving
back and forth through the ranks with ease. They strikes
without warning and retreats to the shadows, continuing her
assault at range.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the war pick and the poisoner's kit.

Flashing Daggers
Also at 3rd level, your fast hands allow you to grab and throw
daggers with ease.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.
Additionally attacking at long range doesn't impose
disadvantage on your ranged weapon attack rolls.

Shadow Fade
Starting at 9th level, you can use the Hide action even while
being observed, as long as you are within an area of shadow
such as dim light or darkness.

Toxin Trickery
By 13th level you have become an expert with poisons.
Saving throws made for poisons you administer or apply is
made at disadvantage.

Razor's Edge
Starting at 17th level, your ability to deliver precision strikes
is unequalled.
Once per turn when you hit with a thrown weapon, you
gain a bonus to damage equal to your rogue level.

Path of the Hellion


Wild, unpredictable, and utterly ruthless, a hellion thrills to
the spilling of blood. The Path of the Hellion is a path of
exhaustive savagery.

Battle Trance
Starting when you choose this path at 3rd level, you can
choose to go into a trance when you rage. For the duration of
your rage when you make an attack roll you can choose to,
instead of rolling, treat the attack as if you had rolled a 10.
If you had advantage on the attack roll, the attack is treated
as if you rolled a 15.
When your rage ends, you suffer one level of exhaustion (as
described in appendix A).

Iron Swan
Beginning at 6th level, once per turn when you make a melee
weapon attack you can treat the attack as if the weapon had
the reach property.

Adrenaline Rush
Beginning at 10th level, when you make an attack while
raging and you are below half your hit point maximum your
rage damage is doubled.

Barbaric Yawp
Starting at 14th level, as an action you can release a mighty
yell. Each creature within 5 feet of you must make a
Constitution saving throw (DC equal to 8 + your Strength
modifier + your proficiency bonus). On a failed save, the
creature is stunned.
At the end of each of its turns, the target repeats the saving
throw. On a successful save the creature is no longer stunned.
Once you use this feature, you must finish a short or long
rest before you can use it again.

Roguish Archetype:
Highwayman
A rogue, a thug and a thief, a highwayman has honed his
skills with blade and flintlock to devastating effect. Whether
at range or in a melee, he is equally effective at dispatching
his foes.

Pistol and Blade


When you choose this archetype at 3rd level, you become
adept at fighting with a pistol and blade.
Thanks to extensive practice with a blade and pistol, you
gain the following benefits:
You ignore the loading quality of firearms with which you
are proficient.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one
handed weapon, you can use a bonus action to attack with
a loaded pistol you are holding.

Grapeshot
Starting at 3rd level, you can shove too much ammo into your
pistol and unload into a group of enemies in front of you.
Each creature in a 15-foot cone in front of you must make a
Dexterity saving throw. A creature takes 2d8 piercing damage
on a failed save, or half as much damage on a successful one.

Tracking Shot
Starting at 9th level, you marksmanship can create openings
for your allies.
When you make a ranged weapon attack, you can choose to
take a -5 penalty to the attack roll. If you do so and the attack
hits, the next attack against the same target has advantage.

Unparalleled Finesse
At 13th level, you have become nigh uncatchable. You can
take the Dodge action as a bonus action on your turn.
Additionally, your base movement speed increases by 5 feet.

Thunder and Lightning


Starting at 17th level, you have learned to kill with impunity.
If you score a critical hit with an attack with a one handed
weapon and use a bonus action to attack with a loaded pistol
you are holding and hit, that attack also counts as a critical
hit when calculating damage.

Flintlock Weaponry
The Highwayman in Darkest Dungeon always
carries his iconic pistol, however this may not be
suitable for every campaign. If this is the case, use
a hand crossbow in place of the pistol and
crossbows in place of firearms when they are
mentioned in this archetype.

DARKEST DUNGEON

College of the Jester

Way of the Solemn

Bards from the College of the Jester are known for their wit
and guile, tumbling to and fro and going places other dare
not. As entertainers, they can make a stressful situation turn
into a time of merriment and wit. The melodious riffs of their
lutes will make any person's mind quiet as they encourage
them to strike quickly and precisely.

Those who walk the Way of the Solemn understand that


existence and adversity are one and the same. Drawing
strength from the anguish of life they carry themselves with
dignity, and seek to better both themselves and the world.

Foolish Tumbling

Starting when you choose this tradition at 3rd level, you are
proficient with the longsword if you are not already, and it
counts as a monk weapon for you.
In addition you gain the following ki feature:

Starting at 3rd level, your mobility and foolish bravery allow


you to move in unexpected ways. You can use a bonus action
to take the Dash, Disengage, or Hide actions.

Inspiring Tune
Also at 3rd level, you invigorate allies with your music, even at
the worst of times. When a creature that you can see within
60 feet of you takes damage, you can use your reaction to
expend one of your uses of Bardic Inspiration, rolling a
Bardic Inspiration die. The creature regains hit points equal
to the number rolled + your Charisma Modifier.

Battle Ballad
At 6th level, you learn to control the tempo of a battle. You
learn the haste and slow spells. These spells count as bard
spells for you but don't count against the number of bard
spells you know.

Cruel Mockery
At 14th level you become a mastery of mockery, able to
verbally attack multiple foes at a time. You learn the vicious
mockery cantrip if you do not already know it.
When you use the vicious mockery cantrip you can target
an extra amount of targets equal to your Charisma modifier
(a minimum of one extra target).

Broken Blade

Hew

When you hit a creature with a melee weapon attack, you can
spend 1 ki point to attempt to damage another creature with
the same attack.
Choose another creature within 5 feet of the original target
and within your reach, If the original attack roll would hit the
second creature, it takes damage equal to your martial arts
die + the ability modifier used in the original attack.
The damage is of the same type dealt by the original attack.

Solemnity
At 6th level, you gain the ability to draw out the power within
yourself. As an action, you can regain hit points equal to your
martial arts die + your Wisdom modifier.
In addition you have resistance to bludgeoning, piercing,
and slashing damage until the start of your next turn.
You must finish a long rest before you can use this feature
again.

Falling Petals
Beginning at 11th level, your reflections on life allow you to
channel an unrelenting fury. When you reduce a creature to 0
hit points you can move up to 5 feet and make a melee
weapon attack if there is an available target.

True Calm
At 17th level, you can look within yourself, causing you to
perceive everything with great calm.
You gain the following ki feature:

Reflection

You can spend 2 ki point to give yourself advantage on your


next ability check, attack roll, or saving throw as a bonus
action.

DARKEST DUNGEON

Roguish Archetype: Plague


Doctor
A plague doctor is a researcher and alchemist who prefers to
hang back, eating away at her foes with toxic clouds &
plague-filled grenades. They equally effective in blinding and
confusing foes while enhancing a party's survival with tonics,
and remedies.

Alchemist
When you choose this archetype at 3rd level, you gain
proficiency with alchemist's supplies, the poisoner's kit and
the healer's kit.

Grenades
Also at 3rd level, your study has lead you to the creation of
rudimentary grenades.
During a long rest, if you have access to alchemist's
supplies you can create a number of grenades equal to your
rogue level + your Intelligence modifier, which last until your
next long rest.
You can create different types of grenades and must choose
how many of each you prepare.
In addition, you use your Intelligence modifier when setting
the saving throw DC for your grenades.
Grenade save DC = 8 + your proficiency bonus + your
Intelligence modifier
You are proficient with your grenades. You can create the
following grenades:

Blackpowder Grenade

The most basic of grenades. Choose a point you can see


within 30 feet of you. You hurl the grenade at that point and
every creature within 5 feet must make a Dexterity saving
throw.
On a failed save, the creature takes piercing damage equal
to your sneak attack damage and half as much on a
successful save.

Explosive Powder
By 13th level, your experimentation has allowed you to create
new types of grenades. You can create the following
grenades:

Flashbang Grenade

This grenade explodes with blinding light and a deafening


uproar.
Choose a point you can see within 30 feet of you. You hurl
the grenade at that point and every creature within 5 feet
must make a Constitution saving throw. On a failed save, the
creature is blinded and deafened.
At the end of each of its turns, the target repeats the saving
throw. On a successful save the creature is no longer blinded
and deafened.

Impact Grenade

A powerful grenade with enough force to blow foes away.


Choose a creature you can see within 30 feet of you. Make
a ranged weapon attack, on a hit the creature takes force
damage equal to your sneak attack damage and must make a
Strength saving throw.
On a failed save, the creature is pushed 10 feet away from
the direction you threw the grenade from.

Emboldening Vapours
When you reach 17th level, your have learned to make a
potent steroid.
As an action you can spend one use from a healer's kit to
embolden yourself or a creature within 5 feet of you for 1
minute.
While emboldened, when a creature needs to make a
damage roll for a weapon, they deal maximum damage
instead of rolling.

Plague Grenade

A toxic grenade, which unleashes a vile poison.


Choose a point you can see within 30 feet of you. You hurl
the grenade at that point and every creature within 5 feet
must make a Constitution saving throw. On a failed save, the
creature is poisoned.
At the end of each of its turns, the target repeats the saving
throw. On a successful save the creature is no longer
poisoned.

Battlefield Medicine
At 9th level, you have become adept at quickly dressing
wounds. As an action you can spend one use of a healer's kit
to allow yourself or a creature within 5 feet of you to spend a
hit die to heal as they would during a short or long rest.

También podría gustarte