Article-At-A-Glance
- Dark Knight[1] excels in melee combat using a blend of offensive and defensive abilities.
- Guides your character from a Paladin to a Blackguard, enhancing roleplay richness.
- Breaks down essential equipment and skills for optimally gearing your Dark Knight[1].
- Tactically navigates various combat scenarios using abilities and strategic planning.

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At level 1, this character is primarily focused on stealth and melee combat. With the Darkstalker and Power Attack feats, he can sneak up on enemies and deal sharp blows. He starts with trapfinding and sneak attack, making him versatile in both combat and exploration. Equipped with a longsword and studded leather, he’s ready to take on initial challenges while preparing for his dark path ahead.
Stat Block Level 1:
Unnamed Character: male, human rogue 1; CR 1; Medium humanoid (human); HD 1d6+1; hp 7; Init +0; Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +0; Grp +3; Atk Longsword +3 melee (1d8+3/19-20) or dagger +0 ranged (1d4+3/19-20); Full Atk Longsword +3 melee (1d8+3/19-20) or dagger +0 ranged (1d4+3/19-20); SA Sneak attack +1d6; SQ Trapfinding; AL LE; SV Fort +1, Ref +2, Will +0; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.
Skills, Abilities, and Feats:
Gather Information +4, Hide +5, Sense Motive +8, Knowledge (Religion) +2; Darkstalker, Power Attack. Special Attacks and Qualities: Sneak attack allows for extra 1d6 damage when attacking by surprise or from flanking position.
Possessions: Longsword, studded leather armor, dagger.
At Level 5, the character is a flexible fighter in close combat, blending the Paladin and Rogue’s early abilities. Utilizing the Rogue’s Sneak Attack and the Paladin’s ability to Smite Evil once a day, the Dark Knight[1] is able to inflict substantial harm in battles. Their gear consists of a longsword and studded leather armor, offering both attack capabilities and protection. Some of their important skills include Detect Evil, Divine Grace, Lay on Hands, and the ability to Turn Undead.
Stat Block Level 5:
Dark Knight[1]: female, human Rogue 1/Ex-Paladin 5; CR 5; Medium humanoid; HD 1d6+4d10+5; hp 32; Init +0; Spd 20 ft.; AC 17, touch 11, flat-footed 17; Base Atk +5; Grp +7; Atk longsword +7 melee (1d8+3/19-20) or greatsword +6 melee (2d6+4/19-20); Full Atk longsword +7 melee (1d8+3/19-20) or greatsword +6 melee (2d6+4/19-20); SA Sneak Attack +1d6, Smite Evil 1/day; SQ Aura of Good, Detect Evil, Divine Grace, Lay on Hands (5 hp), Divine Health, Aura of Courage; AL Lawful Evil; SV Fort +9, Ref +4, Will +6; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.
Skills, Abilities, and Feats:
Gather Information +3, Hide +4, Sense Motive +7, Knowledge (Religion) +1; Darkstalker, Power Attack, Cleave, Improved Toughness.
Possessions: Longsword, studded leather armor, eventually replacing with a greatsword and full plate armor.
This level 10 Dark Knight[1] build emphasizes close combat by combining skills from Rogue, Paladin, and Shadowbane Inquisitor. The character dominates in managing the battlefield, defeating enemies, and moving unseen, with skills such as Evil Smite, Sneak Attack, and Leap Attack. With a greatsword and full plate armor, the character is a strong leader for the team and also knows some spells.
Stat Block Level 10:
Dark Knight[1]: Female, Human Rogue 1/Ex-Paladin 5/Shadowbane Inquisitor 4; CR 9; Medium Humanoid (Human); HD 1d6+5d10+4d10; hp 61; Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +5; Grp +8; Atk Greatsword +9 (2d6+4/19-20) or Longsword +8 (1d8+3/19-20); Full Atk Greatsword +9/+4 (2d6+4/19-20) or Longsword +8/+3 (1d8+3/19-20); SA Smite Evil 2/Day, Sneak Attack +1d6, Smite 1/Day, Improved Sunder, Improved Bullrush; SQ Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Special Mount, Absolute Conviction, Pierce Shadows, Sacred Stealth +4; AL Lawful Evil; SV Fort +10, Ref +5, Will +8; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.
Skills, Abilities, and Feats:
Gather Information 4, Hide 5, Sense Motive 8, Knowledge (Religion) 2; Darkstalker, Power Attack, Cleave, Improved Toughness, Improved Sunder, Improved Bullrush. Special Attacks and Qualities: Smite Evil allows the character to deal extra damage to evil creatures. Sneak Attack deals extra damage when flanking or attacking an unsuspecting enemy.
Possessions: Greatsword, full plate armor, longsword, studded leather armor.
This Dark Knight[1] build at level 15 is a formidable front-line combatant. With Rogue and Shadowbane Inquisitor levels enhancing stealth and sneak attacks, and Blackguard abilities boosting melee prowess, it excels in hit-and-run tactics, smiting enemies, and using dark magic. By this level, you’ll have a full set of plate armor and a greatsword, ready to dominate the battlefield with feats like Leap Attack and Combat Brute.
Stat Block Level 15:
Dark Knight[1]: female, Human Ex-Paladin/Rogue/Shadowbane Inquisitor/Blackguard 15; CR 15; Medium humanoid (Human); HD 7d10+2d6+6d10+30; hp 100; Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +14; Grp +17; Atk +20 melee (2d6+10/19-20, +3 greatsword) or +14 ranged; Full Atk +20/+15/+10 melee (2d6+10/19-20, +3 greatsword) or +14 ranged; SA Sneak Attack +3d6, Smite Good 5/day; SQ Aura of Evil, Detect Good, Dark Blessing, Turn Undead, Fiendish Servant, Special Mount, Lay on Hands, Trapfinding, Divine Grace; AL LE; SV Fort +10, Ref +6, Will +7; Str 18, Dex 10, Con 12, Int 10, Wis 14, Cha 16.
Skills, Abilities, and Feats:
Gather Information 4, Hide 5, Sense Motive 8, Knowledge (Religion) 2; Darkstalker, Power Attack, Cleave, Improved Toughness, Improved Sunder, Improved Bullrush, Combat Brute, Leap Attack, Shock Trooper. Special Attacks and Qualities: Sneak Attack adds bonus damage when attacking by surprise; Smite Good adds extra damage against good-aligned opponents; Dark Blessing adds Charisma bonus to all saving throws.
Possessions: +3 greatsword, full plate armor, various utility and healing potions.
This build focuses on melee combat with high damage output via Sneak Attack, Smite Good, and Leap Attack. The character excels at leading with tactical prowess and includes utility spells. The gear to aim for includes a greatsword and full plate armor.
Stat Block Level 20:
Unnamed Dark Knight[1]: female, human Rogue 1/Ex-Paladin 5/Shadowbane Inquisitor 4/Blackguard 10; CR 20; Medium humanoid; HD 1d6 + 5d10 + 4d10 + 10d10; hp 160; Init +0; Spd 20 ft.; AC 23, touch 10, flat-footed 23; Base Atk +18; Grp +21; Atk +23 melee (greatsword 2d6+6) or +19 ranged; Full Atk +23/+18/+13/+8 melee (greatsword 2d6+6) or +19/+14/+9/+4 ranged; SA Sneak Attack 5d6, Smite Good 6/Day, Smite Evil 2/Day, Sneak Attack +5d6; SQ Dark Blessing, Aura of Despair, Turn Undead, Detect Evil, Lay on Hands, Dark Blessing, Special Mount, Fiendish Summoning, Command Undead, Combat Brute, Pierce Shadows, Sacred Stealth; AL LE; SV Fort +22, Ref +10, Will +17; Str 18, Dex 10, Con 12, Int 10, Wis 14, Cha 16.
Skills, Abilities, and Feats:
Gather Information 4, Hide 5, Sense Motive 8, Knowledge (Religion) 2; Darkstalker, Power Attack, Cleave, Improved Toughness, Improved Sunder, Improved Bullrush, Leap Attack, Combat Brute, Shock Trooper. Special Attacks and Qualities: Smite Good, Smite Evil, Sneak Attack, Dark Blessing, Turn Undead, Aura of Despair, Command Undead, Fiendish Summoning, Lay on Hands, Dark Blessing, Special Mount, Absolute Conviction, Pierce Shadows, Sacred Stealth.
Possessions: Greatsword, Full Plate.
Milestones Of Character Development
- Levels 1-5:
- Rogue foundation: Start with Trapfinding and Sneak Attack from Rogue.
- Paladin benefits: Gain abilities like Smite Evil, Divine Grace, and Turn Undead, improving combat capabilities.
- Levels 6-10:
- Special Mount: Gain a mount enhancing mobility and combat potential.
- Shadowbane abilities: Develop skills like Absolute Conviction and increased stealth capabilities.
- Levels 11-15:
- Blackguard shift: Begin to harness dark abilities, including Smite Good and Fiendish Summoning.
- Improved attacks: Attain advanced feats like Leap Attack and Combat Brute.
- Levels 16-20:
- Peak Blackguard power: Access powerful abilities like Sneak Attack +5d6 and Smite Good 6/Day.
- Ultimate combatant: Combine high-level feats and abilities to dominate in melee combat.
Core Abilities & Features of the Dark Knight
Darkstalker & Power Attack
At level 1, the Rogue class provides Darkstalker and Power Attack. Darkstalker allows you to sneak past enemies unseen, while Power Attack lets you trade accuracy for more damage — a solid start for any melee-focused build.
Paladin Transition
By level 2, you transition to the Paladin class, gaining Aura of Good and Detect Evil. The hallmark ability Smite Evil grants a powerful attack against evil foes. By level 6, you can Smite Evil twice a day and summon a Special Mount for increased mobility.
Shadowbane Inquisitor
Moving to the Shadowbane Inquisitor at level 7, you gain Absolute Conviction and Pierce Shadows. These enhance your combat abilities by negating enemy defenses. At level 8, Sneak Attack +1d6 further boosts your damage output.
Blackguard Powerhouse
The build truly shines starting at level 11 with the Blackguard class. Here, you gain Aura of Evil, Detect Good, and the ability to Use Poison. Notable abilities include Smite Good (up to 6/day), Sneak Attack (up to +5d6), and Fiendish Servant. These transform you into a battlefield menace, especially with Leap Attack and Combat Brute in later levels.
Undead Command
As a Blackguard, you also gain control over undead with Command Undead and summon fiendish servants, adding versatility and additional tactical options on the battlefield.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Longsword | Simple and effective. Provides reliable damage output in early levels. |
| Studded Leather Armor | Offers decent protection while maintaining mobility. Perfect for early-level encounters. | |
| L6-10 | Greatsword | When combined with Power Attack, this weapon significantly increases damage output. |
| Full Plate Armor | Provides excellent protection at the cost of some mobility. Ideal for a melee-focused character. | |
| L11-15 | Belt of Giant Strength | Boosts Strength, enhancing melee attack and damage rolls. |
| Ring of Protection | Provides a continual deflection bonus to AC, crucial for surviving tougher battles. | |
| L16-20 | Holy Avenger | This legendary weapon offers extensive bonuses including dispelling magic on hit. A hallmark for an ex-paladin. |
| Cloak of Displacement | Grants a miss chance on all attacks against the wearer. Vital for high-level survival. |
Combat Scenarios
- Dungeon Crawls:
- Utilize your Hide skill to move stealthily through narrow halls and shadowy corners. Detect Evil allows you to sense traps or hidden enemies, while Smite Evil can be saved for major threats. Piercing Shadows from your Shadowbane Inquisitor levels help you deal with creatures in darkness.
- Open Fields:
- Use your special mount for boosted mobility. Leap Attack combined with Smite Evil makes for an optimal charge, taking down powerful foes quickly. Keep your team coordinated with Gather Information to scout out enemy positions.
- Ambushes:
- Set up sneak attacks with Rogue’s Trapfinding and Sneak Attack. Darkstalker helps you remain unseen. Execute a preemptive Leap Attack to catch your adversaries off-guard, or use Command Undead from Blackguard to neutralize enemy forces.
- Defensive Stands:
- Feature Aura of Courage to bolster your allies’ morale. Lay on Hands and Divine Grace offer critical support while in stand-offs. Use Improved Sunder to break enemy weapons, limiting their attack options.
- Urban Encounters:
- Navigating tight spaces, use Absolute Conviction and Sense Motive to counter any traps. Engage in melee with your greatsword and capitalize on Combat Brute maneuvers to control the battlefield. Hide skill keeps you unseen, perfect for urban ambushes.
Weaknesses & Counters of the Dark Knight
| Weakness | Counter |
|---|---|
| Low Dexterity | Invest in items like Gloves of Dexterity +2 (Enhance Dexterity) |
| Susceptible to ranged attacks | Equip a Ring of Protection +2 (Increase AC) |
| Limited Skill Points | Focus skill points on crucial skills like Hide and Sense Motive |
| Medium Constitution | Boost health with an Amulet of Health +2 (Enhance Constitution) |
| Alignment Restriction | Plan character actions carefully to maintain alignment |
| Limited Mobility in Heavy Armor | Choose armor with reduced penalties like Mithral Full Plate (Reduces Armor Check Penalty) |
| Low Initiative | Take Improved Initiative feat to increase combat responsiveness |
| Spell Dependency | Carry a Ring of Spell Storing (Store essential spells for later use) |
| Detectable Alignment | Use spells like Nondetection to hide alignment |
| Fear Effects | Equip a Cloak of Courage (Immune to fear) |
Roleplaying a Dark Knight
Portraying a character with a complex backstory like the Dark Knight[1] opens unique opportunities for deep, emotionally charged roleplaying. Start by exploring the betrayal and loss that led your character from a paladin to a blackguard. How does this affect their motives and actions? Are they driven by revenge, a desire to prove themselves, or something darker?
Because this build emphasizes stealth and melee combat prowess, consider how your character approaches battles. Do they relish in the chaos, or do they carry out their duties with a haunted, solemn demeanor? These elements can add layers to interactions with allies and enemies alike. When in social settings, use their knowledge and skills to gather crucial information, reflecting their inquisitor past.

FAQ
What makes the Dark Knight[1] build unique compared to other Paladin builds?
The Dark Knight[1] blend’s the Paladin’s holy powers with the Rogue’s stealth and the Blackguard’s dark abilities. This combination makes it versatile, adaptable to many combat situations. You get powerful smite abilities, sneak attacks, and control over undead. Few builds offer this blend of offense and defense.
How should I allocate skill points for maximum effectiveness?
Focus on essential skills like Hide, Sense Motive, and Knowledge (Religion). Hide allows you to move unseen, setting up tactical advantages. Sense Motive helps detect deceit and enemy intentions. Knowledge (Religion) offers insights into undead and divine entities, critical for your role as a Dark Knight[1].
How can I overcome the Dark Knight[1]’s alignment restrictions?
Plan your character actions carefully to maintain alignment. Frequent reflections and discussions with your DM about your character’s motives can keep you in check. Spells like Nondetection also help to hide your alignment, providing flexibility.
What are some effective strategies for combat with a Dark Knight[1]?
Use Aura of Courage to boost allies’ morale in tight spots. Lay on Hands and Divine Grace offer critical support during stand-offs. Employ Improved Sunder to break enemy weapons and limit their attack options. Combining these with tactical movements makes you a battlefield menace.
What is the best way to roleplay a Dark Knight[1]?
Focus on your character’s internal struggle between their Paladin past and Blackguard present. Are they driven by revenge, redemption, or something darker? Highlight this conflict in social interactions, showing how it affects their decisions and relationships. Use stealth and melee prowess to reflect their haunted demeanor.
Join us at Stellar Dragons!
Try incorporating the Dark Knight[1] build in your next game! Do you think the Dark Knight[1] could be the best build in D&D 3.5? Join the discussion and share your thoughts on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
Dark Knight

At last after so many years of war, the young knight had survived impossible fights, to finally find himself leading the realm’s army for its final push against the dark army. That’s when he saw, away on the field, a dark figure, clad in black and red armor made its way forward, alone. He rode to his adversary’s parlay.
As he came close, the dark knight removed her helmet. A beautiful woman with raven dark hair stood as the leader of the evil army, he could hardly believe it.
-“I have an offer for you, Lord Commander of the Realm’s Army.” Her voice was cold, but direct. There wasn’t a hint of treachery, which surprised the young man.
-“State it”, replied the young Knight.
-“I propose a duel, if I win, your army stands down and let me march against your King’s Castle. If you win, my army leaves your lands, never to return.”
They stood there in silence for a moment.
-“Before I give you my answer, will you answer one question?” The young man asked.
-“As you wish.”
-“Why would you make such an offer?”
She smiled, sadly, and pulled an old, broken holy symbol, like the young knight was proudly wearing.
-“Because five years ago, I stood where you stood, and lost. What kind of knight would I be, were I not to offer you the same chance to end it all in one fight.”
The young man understood her pain, and her anger, he looked back to the men at his back, thought of them, their families, the kingdom. Finally turning back to the woman and firming his jaw before replying.
-“Then I accept your challenge, Lady Knight.” As they both put back their helmets on, she smiled. “Finally, a worthy foe.”
Race
Human
Class
Rogue 1/Ex-Paladin 5/Shadowbane Inquisitor 4/Blackguard 10
Ability Scores
Str 16/Dex 10/Con 12/Int 10/Wis 14/Cha 15
Skills
Gather Information 4, Hide 5, Sense Motive 8, Knowledge(Religion) 2
Equipment
Start with a longsword and a studded leather, but eventually switch to a greatsword and a full plate.
Goal
You are an absolute menace, you rule the battlefield with being able to leap attack, sneak attack, smite your opponents, hide in the dark or reveal hidden opponents. You ride into battle and are a fantastic team leader, with enough skills and spells to be a good secondary support spellcasting skill-monkey. You truly do it all, although your real focus is melee combat, at which you absolutely excel.
| Level | Class | HD | Feat | Special |
| 1 | Rogue | 7 | Darkstalker, Power Attack | Trapfinding, Sneak Attack +1d6 |
| 2 | Paladin | 1d10+1 | – | Aura of Good, Detect Evil, Smite Evil 1/Day |
| 3 | Paladin | 1d10+1 | Cleave | Divine Grace, Lay on Hands |
| 4 | Paladin | 1d10+1 | – | Aura of Courage, Divine Health, +1 Cha |
| 5 | Paladin | 1d10+1 | – | Turn Undeads |
| 6 | Paladin | 1d10+7 | Improved Toughness | Smite Evil 2/Day, Special Mount |
| 7 | Shadowbane Inquisitor | 1d10+2 | – | Absolute Conviction, Pierce Shadows |
| 8 | Shadowbane Inquisitor | 1d10+2 | – | Sacred Stealth +4, Smite 1/Day, +1 Str |
| 9 | Shadowbane Inquisitor | 1d10+2 | Improved Sunder, Improved Bullrush | – |
| 10 | Shadowbane Inquisitor | 1d10+2 | – | Sneak Attack +1d6 |
| 11 | Blackguard | 1d10+2 | – | Aura of Evil, Detect Good, Use Poison, Smite Good 3/Day, Lay on Hands, Sneak Attack +2d6, Fiendish Summoning, |
| 12 | Blackguard | 1d10+2 | Leap Attack | Dark Blessing, Smite Good 4/Day, +1 Str |
| 13 | Blackguard | 1d10+2 | – | Command Undead, Aura of Despair |
| 14 | Blackguard | 1d10+2 | – | Sneak Attack +3d6 |
| 15 | Blackguard | 1d10+2 | Combat Brute | Fiendish Servant, Undead Companion, Smite Good 5/Day |
| 16 | Blackguard | 1d10+2 | – | +1 Str |
| 17 | Blackguard | 1d10+2 | – | Sneak Attack +4d6 |
| 18 | Blackguard | 1d10+2 | Shock Trooper | – |
| 19 | Blackguard | 1d10+2 | – | – |
| 20 | Blackguard | 1d10+2 | – | Sneak Attack +5d6, Smite Good 6/Day |
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