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Hit Die d10
Skills 2 + INT
Proficiencies Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Light and Heavy Shields
Class Skills Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge, Religion, Parry, Profession, Ride
BAB +6
Feats Cleave, Power Attack
Skills Hide 5, Knowledge, Religion 2
Other Alignment: Any evil. Unlike Paladins, a Blackguard retains their dark powers should their alignment move to neutral or good, although they may no longer progress in this class unless they become evil once more.

Source: Dungeon Master's Guide, p. 181
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"The Blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature." -- Dungeon Master's Guide

Class Features

Level BAB Fortitude Reflex Will Special
1 +1 +2 +0 +0 Use Poison
2 +2 +3 +0 +0 Smite good x1, Dark blessing, Bull's strength x1
3 +3 +3 +1 +1 Aura of despair, Turn undead, Create undead x1
4 +4 +4 +1 +1 Sneak attack +1d6
5 +5 +4 +1 +1 Summon fiend x1
6 +6/+1 +5 +2 +2 Inflict serious wounds x1
7 +7/+2 +5 +2 +2 Sneak attack +2d6, Contagion x1
8 +8/+3 +6 +2 +2 Inflict critical wounds x1
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Sneak attack +3d6

Use Poison: A blackguard can safely Poison his/her melee weapon without the need to make a dexterity check.

Smite good: Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.

Dark blessing: At 2nd level, the blackguard applies their Charisma modifier to all saving throws.

Spells: At 2nd level, the blackguard gains the ability to cast bull's strength once per day. At 6th level, they may also cast inflict serious wounds once per day. At 7th level, the blackguard gains the ability to cast contagion once per day, and at 8th level, they may cast inflict critical wounds once per day. (Inflict Serious Wounds and Inflict Critical Wounds are abilities for the Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have).

Aura of despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of them to take a –2 penalty on all saving throws.

Turn undead: When a blackguard reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of two levels lower would.

Create undead: This is not to be confused with the regular create undead spell, but instead functions as below:

Sneak attack: At 4th level, the blackguard gains the sneak attack ability. This ability functions exactly like the rogue ability of the same name. The bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 10th level.

Summon fiend: At 5th level, the blackguard can summon a fiendish animal servant (a dire rat).