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The Black Guard: The Dark Knights of D&D

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The black guard, also known as the antipaladin, is a prestige class in Dungeons & Dragons that represents the opposite of the paladin. While paladins are champions of justice, honor, and faith, black guards are villains who serve evil, corruption, and power. They are often found leading armies of undead, fiends, and other dark forces, or acting as agents for malevolent deities and organizations

Origins and History

The black guard first appeared in the 3rd edition of D&D, as a prestige class in the Dungeon Master’s Guide. It was designed as a way to handle paladins who broke their sacred oaths and fell from grace, becoming corrupted by evil However, the concept of the black guard can be traced back to earlier editions, where there were various examples of evil counterparts to the paladin, such as the death knight, the fallen paladin, and the anti-paladin

In the 4th edition of D&D, the black guard was replaced by the oathbreaker, a paragon path for the paladin class that allowed them to switch their allegiance from good to evil. The oathbreaker was also featured in the 5th edition of D&D, as an optional subclass for the paladin in the Dungeon Master’s Guide

In the Forgotten Realms setting, black guards are often associated with the goddess Shar, the Mistress of the Night, who grants them access to shadow magic. Some of the most notorious black guards in the Realms include Aribeth de Tylmarande, a former paladin of Tyr who betrayed Neverwinter and joined the cult of the Wailing Death; Scyllua Darkhope, the castellan of Zhentil Keep and a loyal servant of the Zhentarim; and Malkarion, a Sharran agent who worked with the black dragon Despayr to create a portal to the Shadowfell.

Abilities and Features

Black guards are similar to paladins in terms of their combat skills and spellcasting abilities, but they use them for evil purposes. They have a number of features that distinguish them from their righteous counterparts, such as:

  • Aura of Evil: Black guards radiate a palpable aura of evil that can be sensed by good creatures and can be used to empower evil spells
  • Detect Good: Black guards can sense the presence and location of good creatures and objects, as well as their strength
  • Smite Good: Black guards can channel their malice into a devastating attack that deals extra damage to good creatures. They can use this ability more frequently as they gain levels
  • Dark Blessing: Black guards can add their Charisma modifier to their saving throws, reflecting their confidence and willpower
  • Command Undead: Black guards can exert their authority over undead creatures, either turning them away or bringing them under their control
  • Fiendish Servant: Black guards can summon a fiendish creature, such as a hell hound, a nightmare, or a succubus, to serve as their loyal companion and mount
  • Sneak Attack: Black guards can deal extra damage to enemies who are caught off-guard or flanked by their allies
  • Poison Use: Black guards are skilled in the use of poisons and are immune to their effects
  • Spells: Black guards can cast a number of divine spells, drawn from the cleric and paladin spell lists, as well as some unique spells, such as inflict wounds, unholy blight, and desecrate

Roleplaying and Alignment

Black guards are the epitome of evil in D&D, and they embrace their wickedness without remorse. They are driven by greed, ambition, hatred, or revenge, and they seek to spread misery and suffering wherever they go. They have no respect for life, law, or morality, and they will stop at nothing to achieve their goals. They are often cruel, arrogant, and ruthless, and they enjoy tormenting their enemies and allies alike

Black guards are always of evil alignment, and they can be of any evil subtype: lawful, neutral, or chaotic. Lawful evil black guards are organized, disciplined, and loyal to a cause or a master, such as a tyrant, a cult, or a dark god. They follow a strict code of conduct and expect others to do the same. Neutral evil black guards are pragmatic, opportunistic, and self-serving, pursuing their own interests above all else. They have no qualms about betraying or manipulating others to get what they want. Chaotic evil black guards are unpredictable, destructive, and rebellious, seeking to overthrow any authority and create chaos and anarchy. They act on their impulses and whims, and they revel in violence and pain.

How to Play a Black Guard

Playing a black guard can be a challenging and rewarding experience, but it also requires a lot of caution and care. Black guards are not suitable for every campaign or group, and they can easily disrupt the game or cause conflict among the players. Here are some tips on how to play a black guard effectively and responsibly:

  • Talk to your DM and your fellow players before creating a black guard character. Make sure that everyone is comfortable with the idea and that it fits the tone and theme of the campaign. Discuss the expectations and boundaries of the game, and establish some ground rules for how to handle sensitive or controversial topics, such as violence, torture, or evil acts.
  • Have a clear and compelling backstory and motivation for your black guard. Why did you become a black guard? What are your goals and ambitions? Who are your enemies and allies? How do you justify your actions and beliefs? What are your strengths and weaknesses? What are your fears and regrets? Having a well-developed personality and history for your black guard will make them more interesting and believable, and will help you roleplay them consistently and convincingly.
  • Don’t be a jerk. Just because your character is evil, it doesn’t mean that you have to be rude, disruptive, or antagonistic to the other players or the DM. Remember that you are playing a game with other people, and that everyone should have fun and respect each other. Don’t use your character as an excuse to act out your fantasies or frustrations, or to ruin the game for others. Don’t hog the spotlight, steal the loot, or sabotage the party. Don’t be a murderhobo, a troll, or a loner. Be a team player, cooperate with the group, and contribute to the story.
  • Find a balance between evil and fun. Playing a black guard can be a great opportunity to explore the darker side of D&D, and to challenge yourself and your group with moral dilemmas, ethical conflicts, and dramatic consequences. However, it can also be a slippery slope into boredom, frustration, or horror, if you go too far or too often. Don’t make every session a grimdark nightmare, or a mindless slaughterfest. Don’t be a one-dimensional villain, or a cartoonish buffoon. Don’t be a sociopath, or a sadist. Be a complex and nuanced character, who has moments of humor, compassion, or redemption. Be a black guard, who has a reason and a purpose for being evil.

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