© Square Enix, Final Fantasy XIV
It takes many kinds to walk a path steeped in darkness. Some do it out of repaying a debt; others to inflict comeuppance on those who have wronged them. These knights sought sought power in places where others would fear to tread. Profane practitioners of dark arts, a dark knight pursues the path untrodden by nobler souls. What makes them sacrifice their very essence for power? Only a fellow dark knight can truly know….
Role: The dark knight is a dangerous frontline combatant. With Darkside, he grows more powerful in a duel at the cost of his own vitality. With smart use of Profanity and Umbral arts, the dark knight can sustain himself as he continues his unrelenting onslaught.
Hit Die: D12
Key Ability Scores: Constitution and Charisma.
Suggested feats: Armor Focus, Diehard, Toughness, and Fast Healer.
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The Dark Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Knowledge (Nobility) (Int), Knowledge (Martial) (Int), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis), Use Magic Device (Cha), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier
Table: Dark Knight
| Level | Base Attack Bonus | Fort Save | Reflex Save | Will save | Class Features |
| 1 | +1 | +2 | +0 | +1 | Darkside, Limit Break, Inner Darkness, Grimdark Stance, Siphon Strike |
| 2 | +2 | +3 | +0 | +1 | Tenacious Combatant, Plunge, Umbral Arts |
| 3 | +3 | +3 | +1 | +2 | Grimdark Stance, Void Sight, Dark Mind |
| 4 | +4 | +4 | +1 | +2 | Path of the Downtrodden, Burning Blood, Umbral Arts |
| 5 | +5 | +4 | +1 | +3 | Grimdark Stance, Soul Eater, Occultic Acumen |
| 6 | +6/+1 | +5 | +2 | +3 | Umbral Arts, Blackblood, Diabolic Eye |
| 7 | +7/+2 | +5 | +2 | +3 | Blood Weapon, Grit, Grimdark Stance |
| 8 | +8/+3 | +6 | +2 | +4 | Umbral Arts, Improved Path Of The Downtrodden |
| 9 | +9/+4 | +6 | +3 | +4 | Shadow Wall, Grimdark Stance |
| 10 | +10/+5 | +7 | +3 | +5 | Umbral Arts, Dark Wave, Occultic Expertise |
| 11 | +11/+6/+1 | +7 | +3 | +5 | Blackest Night, Blackblood (Shadow), Unmend |
| 12 | +12/+7/+2 | +8 | +4 | +5 | Umbral Arts, Advanced Umbral Arts, Diabolic Eye (Frightened) |
| 13 | +13/+8/+3 | +8 | +4 | +6 | Stalwart Soul, Grimdark Stance |
| 14 | +14/+9/+4 | +9 | +4 | +6 | Umbral Arts, Declaration of Blood |
| 15 | +15/+10/+5 | +9 | +5 | +7 | Dark Missionary |
| 16 | +16/+11/+6/+1 | +10 | +5 | +7 | Umbral Arts, Blackblood (Absorb) |
| 17 | +17/+12/+7/+2 | +10 | +5 | +7 | Living Dead, Grimdark Stance |
| 18 | +18/+13/+8/+3 | +11 | +6 | +8 | Umbral Arts, Diabolic Eye (Cowering) |
| 19 | +19/+14/+9/+4 | +11 | +6 | +8 | Last Resort, Grimdark Stance |
| 20 | +20/+15/+10/+5 | +12 | +6 | +9 | Umbral Arts, Dark Champion |
Class Features
Weapon and Armor Proficiencies
Dark Knights are proficient with all simple and martial weapons. They are also proficient with all armors but is not proficient with any shields.
Limit Break (Su)
At 1st level, a dark knight gains the ability to use limit breaks. At the start of each day, the Knight chooses Battle or Stoic as his limit break mode. When a dark knight's Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:
To Save The Sinless (Su): This Limit Break allows the dark knight’s darkness to flood an area in protective magicks. As a full-round action, the dark knight and all allied and non-hostile creatures within 60ft receive the Shelled and Protected conditions for 1 round. This benefit is increased by an additional round per stack of limit break consumed.
Inner Darkness (Su)
The power of darkness often lies at the bottom of the soul - taking the shape of malleable instinct given form. At 1st level a dark knight can call upon the powers of darkness and pool it within their bodies. This is the dark knight's Inner Darkness. A dark knight's pool holds a maximum amount of inner darkness equal to half his dark knight level (minimum of 1) + his Charisma modifier. This pool empties after the dark knight takes an 8-hour, uninterrupted rest.
Trials and tribulations call forth the dark within. The dark knight can generate inner darkness with a mix of anguish and resolve. Whenever the dark knight takes an amount of damage equal to 5 + his dark knight level or higher - he receives one point of inner darkness. Damage reduction or energy resistance do not lessen that calculation for receiving inner darkness in this fashion. Additionally, a dark knight can spend 1 hour in meditation, pulling at the emotions deep within to receive a point of inner darkness.
A dark knight can spend a use of inner darkness to receive a +2 profane bonus on Intimidate checks as a free action, once per turn. Inner Darkness can be used to power other abilities available to the dark knight.
Darkside (Su)
The dark knight let his inner darkness spill forth- allowing it to expand. However, being apart of his soul, it rushes back; causing an entropic feedback loop that both empowers and endangers them. At 1st level, the dark knight can enter a risky state called Darkside as a swift action. Upon entering Darkside and on the beginning of each round while in Darkside, the dark knight generates an amount of additional potential damage taken equal to half their level. (minimum 1). Any time the dark knight is attacked, they take additional damage equal to their total potential damage, emptying the pool.
Additionally, the dark knight generates 1 point of Inner Darkness every round in Darkside and deals an additional +1d6 points of shadow damage on melee attacks per 2 points of Inner Darkness (minimum 1d6). A weapon wielded in the off-hand only deals an additional 1d3 points of damage per two points of inner darkness, while a two-handed weapon or a one-handed weapon wielded in both hands deals an additional 1d6+1 points of damage for each point of inner darkness, rather than for each two. A dark knight can end darkside as a free action on their turn. When a dark knight leaves Darkside, they take half of the remaining potential damage from Darkside (rounded down) as non-elemental damage, however this damage cannot reduce them below 10% of their maximum hit point total, minimum 1.
Siphon Strike (Su)
As a move action, the dark knight can spend 1 point of inner darkness to infect his strikes with a ravenous hunger. Until the end of their next turn, weapon attacks dealt by the dark knight heal him for half the damage dealt. A dark knight can only receive a maximum amount of healing equal to his dark knight level + his Charisma modifier in a single strike with this ability. Healing received by this ability counts as positive or negative energy respectively, for the purposes of healing the dark knight. Hit points gained in excess of the dark knight’s maximum are simply lost( but can still heal non-lethal damage sustained by the dark knight). A dark knight that uses ranged weapon attacks with this ability can only benefit from the healing if they are within 60ft of their target. Siphon Strike affects both living and undead creatures.
Grimdark Stance (Ex)
The dark knight can surround his being in a small blanket of darkness to absorb incoming attacks. The dark knight can enter Grimdark stance as a swift action. While in this stance, the dark knight receives Shelled condition. However, the dark magic around his body makes his strikes more unwieldy and opens him to retaliation. A dark knight in Grimdark stance takes a -1 penalty to attack rolls and reduces all healing he receives from his own abilities and outside sources by half. In addition, so long as the dark knight has a point of inner darkness while in grimdark stance, he receives a +2 circumstance bonus on Intimidate checks as the shadowy magic gives him a more imposing figure.
These bonuses and penalties, by 1 every four dark knight levels after 1st.
Umbral Arts (Ex/Su)
At 2nd level,the dark knight gains a repertoire of abilities. At every two levels after second, he can choose an Umbral Art from the list. Some Umbral Arts require the dark knight to use certain abilities. Umbral Arts that require the use of Inner Darkness have an Asterisk next to them. Umbral Arts that require the dark knight to be in Darkside have two Asterisks next to the ability's name. (Umbral Arts can be found here)
Tenacious Combatant
At 2nd level, a dark knight undergoes self-taught, or formal combat training to accommodate their dark powers. A dark knight counts his total dark knight levels as warrior levels for the purpose of qualifying for feats. He also counts as a warrior and for feats and magic items that have different effects based on whether the character has levels in warrior. If a dark knight receives warrior levels from another source, they stack for the purposes of qualifying for magic items and feats.
Plunge (Ex)
The dark knight learns to put all his weight behind his momentum - even allowing the darkness within to contribute. At 2nd level, Whenever the dark knight charges, he may choose to sacrifice his charge bonus to attack rolls to instead receive a +10 enhancement bonus to his speeds during the charge. In addition, a dark knight can spend a point of inner darkness during a charge to deal an additional +1d6 points of weapon damage on a successful hit as a free action.
Void Sight (Ex)
At 3rd level, the darkness within enhances your senses. You gain darkvision out to 30 ft and if you already have darkvision, you extend the range by the same amount. At 8th level, you increase your range of darkvision by an additional 30ft. At 12th level, you receive the See in Darkness monster ability.
Dark Mind (Su)
At 3rd level, the dark knight's body and senses are robust with his dark powers. The dark knight receives a profane bonus to all saving throws equal to the amount of inner darkness that they possess (up to a maximum bonus equal to their Charisma modifier).
Path of the Downtrodden (Ex)
At 4th level, the dark knight chooses a Path in which best defines his goals. Each path gives the dark knight a set of skills in which to pursue his goals and aid those who would assist him. One this choice is made, it cannot be changed. The dark knight can choose from the following paths:
- Path of the Surveyor: The dark knight wanders the world, going where his sense of purpose may lead him. The dark knight gains the Endurance feat as a bonus feat. If the dark knight already has this feat, he may choose another general feat as long as he meets the prerequisites. In addition, he gains a +4 competence bonus on Survival and Knowledge (Geography) checks to avoid getting lost.
- Path of the Scourge-bane: The dark knight has chosen a path steeped in conflict. He hunts down known threats to the realm. The dark knight gains a combat feat as a bonus feat so long as he meets the prerequisites of that feat. He must then choose one creature type: Undead, Humanoids(of an appropriate subtype), Animals, or Monstrous Humanoids. He gains a +1 bonus on attack rolls and damage rolls against creatures of that particular type. Once this choice is made, it cannot be changed.
- Path of the Dark Warden: The dark knight has chosen a path in arming those who seek out danger. The dark knight chooses any one Craft or Profession skill in which he must have a single skill rank in. He may use his Charisma modifier in place of Intelligence or Wisdom on checks related to those skills. In addition, the dark knight gains a number of skill ranks in the chosen skill equal to his Dark Knight level. If he has ranks in the skill already, he can reallocate them elsewhere when taking this Path.
Burning Blood (Ex)
At 4th level, the more the dark knight suffers, the more he can draw on his power. For every point of inner darkness the dark knight has, he receives a +1 profane bonus to attack and damage rolls. This bonus can stack up to a maximum equal to his Charisma modifier. At 11th level, this bonus can stack up to half your dark knight level.
Soul Eater (Su)
At 5th level, a dark knight can tear out a piece of their vitality to rend their foes in twain. As a standard action, the dark knight can make a special attack action called Soul Eater. The dark knight loses an amount of inner darkness equal to half your dark knight level. Should the dark knight hit, he deals normal weapon damage, plus the amount of inner darkness lost times his Constitution modifier as shadow damage (this extra damage cannot be multiplied on a critical hit). A dark knight can use this ability with unarmed and natural weapon strikes.
Occultic Acumen (Ex)
At 5th level, the dark knight grows more knowledgeable on the practices of darker magic.This is due to the dark knight growing accustomed to his inner darkness and learning more of where similar powers stem from. The dark knight receives a bonus equal to half his dark knight level (rounded down) on skill checks involving Knowledge (Planes), Knowledge (Religion) and Use Magic Device.
Blackblood (Ex)
At 6th level, the dark knight's body is further refined with foul energies. The dark knight gains immunity to poison and disease effects. At 11th level, the dark knight gains immunity to Shadow damage and energy drain effects. At 16th level, the dark knight absorbs shadow damage and becomes immune to negative levels.
Diabolic Eye (Su)
At 6th level, the dark knight can use their demeanor and their gaze to incite fear. As a standard action, the dark knight can spend a point of inner darkness to perform a special gaze at in a 30ft cone. The dark knight's eyes light up in an intimidating fashion - forcing all in the cone to make a Will save (DC 10 + Half his dark knight level + his Charisma modifier). On a failure, all affected creatures are Shaken and Debraved for a number of rounds equal to his Charisma modifier. At 12th level, they are frightened on a failure. At 18th, they are cowering on a failure.
Blood Weapon (Su)
At 7th Level, the dark knight's very touch imbues his weapons with vicious power. Any weapon the dark knight wields gains the Vicious magical weapon property so long as it remains in his grasp. The dark knight can suppress and activate this effect as a swift action.
Grit (Ex)
At 7th level, the dark knight has grown used to the pain brought by his own inner turmoil. As long as they have one point of inner darkness, the dark knight suffers no adverse effects when their non-lethal damage equals or exceeds their current hit points, meaning they are not staggered nor do they fall unconscious due to non-lethal damage, including non-lethal damage received by accepting inner darkness. Non-lethal damage in excess of his hit point maximum is still taken as lethal damage, however.
Improved Path of the Downtrodden (Ex)
At 8th level, the dark knight's chosen path is more defined. Based on the Path chosen previously, the dark knight will gain bonus effects listed below:
- Path of the Wandering Slayer: If the dark knight chose the Path of the Surveyor, he may choose another general feat as a bonus feat so long as he meets the prerequisites of that feat. In addition, while in Darkside, the dark knight ignores an amount of difficult terrain equal to half his base land speed when charging or running.
- Path of the Grim Avenger: If the dark knight chose the Path of the Scourge-bane, he may choose an additional creature type from the previous list or the following: Dragons, Outsiders, and Aberrations. In addition, the dark knight's bonus on attack and damage rolls against creatures of that type is increased to +2.
- Path of the Abyssal Craftsman: If the dark knight chose the Path of the Dark Warden, he gains the Master Craftsman feat as a bonus feat without needing to meet the prerequisites. If he already has this feat, he may choose another item creation feat in which he meets the prerequisites for. In addition, any weapons or armor the dark knight wears that he crafts himself have the maximum enhancement bonus increased by one for the purposes of how many special qualities he can add to the weapon or suit of armor( the normal maximum is +10, this makes it a +11). This ability does not stack with other similar effects.
Shadow Wall (Su)
At 9th level, the dark knight's inner darkness concentrates his defences. When the dark knight is in Grimdark stance, the dark knight can spend a point of inner darkness as a free action to receive an amount of DR /- equal to half his dark knight level for a number of rounds equal to their Charisma modifier (this does not stack with feats, spells or other effects that add additional damage reduction). Spending additional points of inner darkness does not extend or refresh the duration of this ability. In addition, the healing from Syphon Strike increases. The dark knight can receive a maximum amount of healing from Syphon Strike equal to double their dark knight level + their Charisma modifier in a single strike.
Dark Wave (Su)
At 10th level, the dark knight can assail his foes in a flood of dark power. The dark knight loses an amount of inner darkness equal to half his dark knight level (rounded down). The dark knight unleashes a 20ft zone of shadowy energy as a standard action that does not provoke attacks of opportunity. Creatures caught in the zone must make a Reflex saving throw (10 + half your dark knight level + your Charisma modifier) or suffer the same amount of damage equal to the amount of inner darkness lost times your Constitution modifier as shadow damage. A successful save halves the damage.
A dark knight can opt to use Dark Wave as a full-round action. Doing so allows the dark knight to designate which creatures are unharmed within the area of effect. However, this requires more time and concentration. A dark knight that chooses this option is subject to attacks of opportunity from hostile creatures.
Occultic Expertise (Ex)
At 10th level, the dark knight’s knowledge of stranger things broadens. Choose up to two creature types from the following: Outsiders, Dragons, Undead, Aberrations, or Monstrous Humanoids . You are treated as having the Skill Focus feat for checks related to learning Monster Lore about the selected creatures.
Blackest Night(Su)
At 11th level, the dark knight can seep his body into the depths of abyssal magic - providing protections to himself. As a swift action, a dark knight can spend 4 points of inner darkness to grant himself a number of temporary hit points equal to 1/4th of his maximum hit points for a number of rounds equal to his Charisma modifier. Temporary increases to his maximum hit point total (such as with the Guardian’s Endurance spell) do not increase the amount of temporary hit points given.
Unmend (Su)
At 11th level, the ravenous darkness that the dark knight commands can chew through the foundations of creation - lending his strikes a penetrating bite. Whenever the dark knight is under the effect of a dark knight ability that allows him to deal bonus shadow damage (such as darkside), or additional weapon damage (such as Blood Weapon or Plunge), his weapon attacks bypass damage reduction as if they were epic and magic for the duration of the dark knight ability. In addition, a dark knight may ignore one point of hardness from objects per die of bonus damage present in the attack.
Advanced Umbral Arts (Ex/Su)
At 12th level, the dark knight gains deeper Knowledge into the power he wields. The dark knight can choose to learn an Advanced Umbral in place of a regular Umbral at 12th level and every two levels thereafter. (Insert List of Arts here).
Stalwart Soul (Ex/Su)
At 13th level, whenever the dark knight succeeds at a Fortitude or Will saving throw with a partial effect, he instead negates the effect entirely. In addition, when the dark knight's current hit points are reduced to 50% or below, he may spend an immediate action and points of inner darkness to receive an amount of fast healing equal to the amount of inner darkness spent (to maximum equal to his Constitution modifier). This fast healing ceases to function when the dark knight's hit points are at or above 50% of his maximum and do not heal any non-lethal damage received through the use of inner darkness. An unconscious or helpless dark knight does not gain the benefit of this ability.
Declaration of Blood (Ex)
At 14th level, the dark knight's prowess against his foes inspires his allies! Whenever the dark knight critically hits an enemy creature or uses an Umbral Art, allied creatures that can see or hear the dark knight within 30ft gain a +2 morale bonus on attack rolls and critical confirmation rolls until the end of the dark knight's next turn.
Dark Missionary (Su)
At 15th level, the dark knight inner darkness emits an aura of protective shadows. Allied and non-hostile creatures within 15ft of the dark knight receive a +4 profane bonus to saving throws against magical and supernatural effects. In addition, spells and effects cast within 15ft of the dark knight that have the Elemental [dark], Necromancy, and Enfeebling descriptors receive a +2 bonus to the effect's effective caster level.
Living Dead (Su)
At 17th level, death’s grip is loosened in the face of a dark knight’s fury. When the dark knight is reduced to 0 or fewer hit points (but not killed outright), he may spend all available points of inner darkness he has to enter a state called Living Dead as an immediate action. While in Living Dead, the dark knight ignores all penalties caused by negative hit points. The dark knight remains conscious and can fight normally without being staggered or disabled. In addition, the dark knight cannot be reduced to an amount of negative hit points equal to his Constitution score for the duration. Living Dead lasts for a number of rounds equal to the dark knight’s Constitution modifier + 1 per point of inner darkness spent (to a maximum of 10 rounds). When Living Dead expires, the dark knight is subject to the penalties of negative hit points as normal. Living Dead can only be used once per encounter.
Last Resort (Su)
The dark knight charges his body with an unfathomable amount of darkness to destroy his adversary. At 19th level, the dark knight can enter a dangerous state called Last Resort where his power reaches his peak at the cost of his life force as a full-round action. While in this state the dark knight fills his inner darkness to the maximum, heals any non-lethal damage he has, and does not receive non-lethal damage from inner darkness. At the end of each round, a dark knight receives 3 points of inner darkness if he has spent any (this does not allow the dark knight to go over his maximum). However, the dark knight receives 1 temporary negative level, at the end of each round after entering Last Resort (this bypasses any immunity to negative levels the dark knight may have) for the duration. Inner darkness gained in this fashion cannot be used to extend the duration of abilities, like Darkside and Living Dead, beyond their initial durations. Last Resort lasts for a number of rounds equal to 3 + your Charisma modifier. Temporary Negative levels received in this fashion can be healed with 8 hours of uninterrupted rest per negative level.
Dark Champion (Ex)
At 20th level, the dark knight has reached the peak of his dark powers. Any class feature that heals the dark knight with a die roll is treated as if it had rolled the maximum. The dark knight no longer has to receive non-lethal damage to receive a point of inner darkness. The dark knight is also immune to gravity effects, percentage or fractional hit point damage, and death effects.






