Death Knight (4e Class)

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Death Knight (Under Construction!)[edit]

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Risen from the dead, the Death Knight's gain power from a pact they formed with dark forces, reborn as powerful Knights who are controllers of the undead.
—JohnSmith82
Class Traits
Role: Striker. A melee striker, they utilize minion's and special effects to provide both damage and utility, and often weaken or hamper the target in some way.
Power Source: Divine. Despite being a dark and necrotic empowered class, they still gain power from divine inspiration. However, their inspiration is dark and unsettling, usually from evil or unaligned Gods, willing to imbue their followers with power if they pledge allegiance to them.
Key Abilities: Strength, Charisma, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy Symbol
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Religion.  From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)
Build Options: Pestilence, War
Class Features: Summon Minion, Channel Divinity, Undead Body, Death's Embrace, Pestilence Pact, War Pact


Death Knight Overview

Characteristics: The Death Knight is a predominately melee striker who augments his powers with minion attacks. While Death Knight's mostly lack ranged powers, they can choose to strike at a distance with minion's.
Religion: Death Knight's are divinely inspired, so their religion is extremely important to them. Despite being divinely inspired however, many Death Knight's simply dedicated themselves to their Gods so as to gain the power in return, meaning that their commitment to them is quite often conditional. Death Knight's most often favor unaligned or evil Gods, however a blend of variously aligned gods is not uncommon. Many Good or Lawful Good Death Knights have forged a pact with bane, the God of War, in order to receive his dark blessing. Death Knight's who follow this route use their powers for good, rather than evil, but justify their actions as being a necessary evil.
Races: The Death Knight favors races with Strength and Charisma or Constitution, with strength being the primary ability for both styles. Dragonborn, Goliath, Dwarves, Muls, Minotaurs, Warforged and Orcs strongly favor the class, while Half-orcs and Humans are known to make strong Death Knights, due to their extra utility and damage. Because their secondary abilities are not as important as strength, any strength based race can be ideal for the Death Knight.


Creating a Death Knight[edit]

Ability Scores

Strength should be your primary ability. As almost all of your powers utilize strength for the attack and damage roll, strength should be the primary ability, and 20 strength at character creation is recommended. However, secondary stats, such as Charisma and Constitution, still play their part. For the most part, Charisma will help boost abilities in the Pestilence Pact, or with powers that possess special abilities, where as Constitution helps to boost the War pact, which rests primarily on doing extra damage.

Feats

Death Knight's are as much about toughness and utility as they are about doing extra damage. Therefore, a blend of defensive and offensive feats is recommended, although your naturally high defenses may not necessitate such feats. Toughness and improved defenses are good, but like for any melee striker, an emphasis on weapon's and expertise feats are suggested. Any weapon proficiency or similar feat is thus suggested, as well as weapon focus. With an emphasis on Cold and Necrotic damage, Burning Blizzard or Dark Fury are recommended. Newer Death Knight Feats are also recommended, which allow you to replace abilities like Dark Fury or Burning Blizzard, and augment your other powers.

Equipment

As you are a heavy armor dependent class with secondary abilities that do not boost lightly armored defenses (such as dexterity or intelligence), you should start with the highest armor you can, or plate. Scale is a possible option, however you will lose some defenses for added maneuverability. Choosing heavy shields or two-handed weapons will be your biggest choice; if you want to do more damage, you should go with two-handed weapons, which also can receive additional benefits with certain powers based on your pact and secondary attributes (adding constitution as extra damage on some attacks). As all of your melee attacks can substitute your enhancement with your implement bonus instead, and your minion attacks will be dependent on your implement bonus, it is wise to choose a magical holy symbol. Otherwise, standard adventuring gear is suggested.

Implement Bonus

When you wear or hold your holy symbol, you can add its enhancement bonus to the attack rolls and the damage rolls of powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.

You can also use a weapon with which you have proficiency as an implement. When wielding the weapon as an implement, the weapon's characteristics-proficiency bonus, damage die, and weapon properties like defensive or high crit-are irrelevant to your implement powers.

If you have both an implement and a magic weapon, you choose before you use an attack power whether to draw on the magic of the implement or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of implement and the critical hit effect of your magic weapon with the same attack.

Death Knight Class Features[edit]

Undead body[edit]

The class is considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature. You do not need to eat, drink, breathe or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation. Further, you gain a resist 5 to Necrotic and Cold damage + 1/2 your level.

Summon Minion[edit]

You summon a dark minion under your control, eager to follow your every command.

Death Knight Minion's (4e Creature)


Twice per day, you can summon a minion under your control. The minion lasts until the end of the day or until it is killed. The minion can attack separately from you, and can make move, minor, and standard actions as if it were another character. As it is a minion of yours, it cannot speak to most creatures and does not have the common language, although it can speak to other undead and Death Knights. The minion's attributes, capabilities, and damage are all determined by the minion of your choice. When minion's die, they disappear for the rest of the day, but can be re-summoned the next day. Minion's never truly die, as they simply return to the netherworld to heal, or can be reanimated. At level 11, you can summon a minion 3 times per day, and at level 21, you can summon a minion 4 times per day. You still cannot have more than one minion summoned at a time, unless a power otherwise specifies. Certain powers (especially dailies), allow you to summon additional minion's. However, you can only summon these additional minion's a number of times equal to your daily value. So, for instance, if you summoned a Ghoul minion one time in a day, you could only summon one daily minion for that day (although you could still use that daily power, just not summon the minion). Summoning daily minion's often dismiss your primary minion, but this minion can be resummoned without counting towards your daily value (unless otherwise stated).

A list of Death Knight minion's can be found in the Death Knight Minion's (4e Creature) page. Death Knight minion's are an important part of the Death Knight's damage. For all intents and purposes, they count as another creature, and thus provide flanking benefits for combat advantage. They are not capable of opportunity attacks, however (unless a power otherwise specifies). In addition to this, they provide extra damage, ranging from 1D4 to 1D10 as extra damage to the target, more or less replicating abilities like Hunter's Quarry or Warlock's Curse of similar striker classes. They also allow multiple targets to be targeted, giving them the ability to pick off multiple enemies at once. Death Knight minion's are an extension of the Death Knight themselves; any creature they kill or do damage to count as the Death Knight, and their attributes are based on the Death Knight's own. Further, they use the Death Knight's strength to determine their own attack and damage rolls, as well use a fraction of the Death Knight's health.

If you choose the ghoul minion, you can summon two at a time at no extra cost or limit to your daily summoning value. However, all other minion's can only be summoned once at a time (unless otherwise specified). Certain powers allow you to summon extra minion's, and these powers are considered separate from the Summon Minion power. So for instance, if the War Pact allowed you to summon an extra ghoul to damage, it would not count towards your daily summoning limit, or count as an ordinary summon Ghoul ability. Thus, you can use two ghouls, instead of one (capable of striking 3 targets instead of 2, and using 2D4 total damage).

Death's Embrace[edit]

You gain an extra attack power, based on either Charisma or Constitution. You can use the power once per day equal to your highest ability modifier of Charisma or Constitution. So, if you had 16 Charisma, you could use the power 3 times per day. You deal extra damage to the target equal to your healing surge value, at the cost of one healing surge, which cannot be reduced in any way.


Death's Embrace Death Knight Attack 1
'Unlike the Paladin, Death Knight's consume the lifeforce of their enemy's, weakening the enemy at a melee's touch.'
At-Will Star.gif Necrotic
Minor Action Melee
Target: One Creature
Effect: You lose one healing surge, but regain no hitpoints. Instead, you deal damage to the target equal to your healing surge value.
Special: You can only use this power once per day, equal to your highest ability modifier of either Charisma or Constitution.


Back to Main Page4e HomebrewPowersDeath Knight Powers


Channel Divinity[edit]

Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as Patreon Mettle and Unholy Strength. Some Death Knight's learn other uses for this feature; for instance, the divinity feats in Chapter 6 (PHB1) grant characters with access to the Channel Divinity class feature the ability to use additional special powers.

Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.


Unholy Strength Death Knight Utility 1
'Your dedication and allegiance to the Gods fills you with great Strength.'
Encounter Star.gif Necrotic
Free Action Melee
Trigger: You damage a creature with an attack.
Target: The creature.
Effect: You deal extra damage to the target equal to your strength modifier.


Back to Main Page4e HomebrewPowersDeath Knight Powers



Patron Mettle Death Knight Utility 1
'Your pleas to the God have caused them to mettle in ordinary mortal affairs, to aid you in battle.'
Encounter Star.gif Necrotic
Free Action Ranged 10
Trigger: An ally is targeted with an attack.
Target: The Ally
Effect: The creature re-rolls the attack roll with a -2 penalty. The creature uses the lowest result of either dice roll.


Back to Main Page4e HomebrewPowersDeath Knight Powers


Knight Pact[edit]

As a Death Knight, you have the choice of two pacts, the Pestilence Pact and the War Pact. As the unholy Knights of Death, you gain features of the horsemen of the Apocalypse. With each pact, you gain the following bonuses:

Pestilence Pact The pestilence pact favors Strength and Charisma as it's primary and secondary abilities. In addition, any target suffering from an ongoing condition you've inflicted takes a -2 penalty to saving throws against them. Certain powers receive bonus's when you use the Pestilence pact. When a non-minion creature you've attacked in the last turn dies, you can choose for any creature moving through it's space to contract "The Plague", which deals damage over time equal to your Charisma modifier (save ends).

War Pact The pestilence pact favors Strength and Constitution as it's primary and secondary abilities. With certain powers, you may add your constitution modifier as extra damage to the target. When a non-minion creature you've attacked dies from that attack, you can choose for it to be reanimated as a Ghoul, until the end of the encounter.


If you chose the Pestilence pact, you gain "The plague", power.

The Plague Death Knight Utility 1
'All life must come to an end, and when it does, it does so not with a bang, but with a whimper.'
Encounter Star.gif Necrotic
Free Action Ranged 10
Trigger: A creature you've targeted with an attack in the last turn dies.
Target: The creature.
Effect: When the creature dies, it contracts "the plague", which causes ongoing damage to all creatures next to it you choose equal to your Charisma modifier damage (save ends). In addition, if a creature walks through the space of the creature who died, you can choose for it to contract the plague, and cause ongoing damage to enemy's adjacent to it.
Special: Once per turn, you can choose for creatures adjacent to creatures with "The plague" to contract the plague, and receive the same ongoing damage (save ends). A creature who has gained the plague cannot spread it in the same turn it has contracted it.


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If you chose the War Pact, you gain the "Rising Fury", power.

Rising Fury Death Knight Utility 1
'Death, is only the beginning.'
Encounter Star.gif Necrotic
Free Action Ranged 10
Trigger: You kill a creature.
Target: The creature.
Effect: When the creature dies, it is reanimated as a ghoul. As a result you may summon an additional ghoul minion, although it does not count towards your minion's summoned for the day. It has all the same abilities and attributes as a Ghoul minion, and can attack independently of you.


Back to Main Page4e HomebrewPowersDeath Knight Powers


Heroic Death Knight[edit]

Level Feats Known Class Features and Powers
1 1
2 +1 Utility Power
3
4 +1 Ability score increase
5
6 +1 Utility Power
7
8 +1 Ability score increase
9
10 +1 Utility Power

Level 1: At-Will Powers[edit]

Benefit: You gain two of the following powers.


Blight Death Knight Attack 1
'Life and death become fleeting terms, for those of us unfortunate enough to be afflicted with the plague.'
At-Will Star.gif Necrotic, Cold, Weapon
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. AC
Hit: 1[W] + strength modifier damage. In addition, the target suffers either a -1 penalty to attack rolls or all defenses (save ends). This ability can stack with itself, so for instance two successful attacks could result in -2 to all defenses, and so on.
Special: (Pestilence Pact) If you possess the Pestilence Pact, the target also takes the penalty to perception rolls and either grants combat advantaged, or is slowed.



Unholy Strike Death Knight Attack 1
'Some attacks are designed to weaken the target. Others are designed to kill and maim as efficiently as possible.'
At-Will Star.gif Necrotic, Cold, Weapon
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. AC
Hit: 1[W] + strength modifier damage.
Miss: On a miss, you do strength damage instead.
Special: (War Pact) If you are wielding a two-handed weapon and possess the war pact, the target takes extra damage equal to your constitution modifier.



Unholy Covenant Death Knight Attack 1
'You push with all your might, sending each creature adjacent to you flying away.'
At-Will Star.gif Necrotic, Cold, Weapon
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. Fortitude
Hit: 1[W] + strength modifier damage. You can make a secondary attack against each adjacent creature to you, including the target of the attack (Strength vs. Fortitude). If the attack is successful, the creature is pushed 1 square.



Invigorating Strike Death Knight Attack 1
'Your attacks invigorate you, giving you the will to continue battle.'
'At-Will Star.gif Necrotic, Cold, Weapon, Invigorating'
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. AC
Hit: 1[W] + strength modifier damage.
Special: As the attack possesses the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier if you are trained in endurance. As well, you can use the attack as a melee basic attack.



Death's Touch Death Knight Attack 1
'Your attacks stretch to an unnatural distance, a clear indication of your mastery of the undead.'
At-Will Star.gif Necrotic, Cold, Weapon, Reach
Standard Action Reach Reach 1, Charisma Modifier
Target: One Creature.
Attack: Strength Vs. AC
Hit: 1[W] + strength modifier damage.
Special: (Pestilence Pact) Your reach becomes your Charisma modifier.


Level 1:[edit]

Benefit:


Piercing Strike Paladin Attack 1
'Silvery spikes cover your weapon, punching through your foe’s armor.'
Encounter Star.gif Necrotic, Cold, Weapon
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. Will
Hit: 2[W] + strength modifier damage.
Special: (War Pact) If you are wielding a two-handed weapon and possess the war pact, the target takes extra damage equal to your constitution modifier.



Enfeebling Strike Paladin Attack 1
'Your brutal weapon attack leaves your foe weakened.'
Encounter Star.gif Necrotic, Cold, Weapon
Standard Action Melee
Target: One Creature.
Attack: Strength Vs. Fortitude
Hit: 1[W] + Strength. In addition, the target takes 5 ongoing damage and takes a -2 penalty to attack rolls or defense.
Special: (Pestilence Pact) If you possess the pestilence pact, the target is additionally blinded or dazed.



Unholy Challenge Paladin Attack 1
'You strike at each enemy around you, challenging them to strike you instead of your enemies.'
Encounter Star.gif Necrotic, Cold, Weapon
Standard Action Close Burst 1
Target: Each creature in Burst.
Attack: Strength Vs. AC
Hit: 1[W] + strength modifier damage, and the target is slowed.



Summon Zombie Death Knight Attack 1
'
Daily Star.gif Necrotic, Cold, Implement
Standard Action Ranged 10
Target: One Unoccupied Square.
Effect: You summon a Zombie Minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the zombie does 2D8 + Strength extra damage.
Special: 2 turns after the daily power is activated, the zombie minion is dismissed. However with a sustain minor, the zombie persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.


Level 2: Utility Power[edit]

Benefit: You gain the X power.

Level 3:[edit]

Benefit:

Level 4: Ability Score Increase[edit]

Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 4:[edit]

Benefit:

Level 5:[edit]

Benefit:


Summon Infernal Death Knight Attack 1
In a sudden blaze of incredible fire and darkness, a meteorite soars through the sky, tearing a hole between dimensions and coming down from the Twisting Nether, where it unleashes an infernal Guardian familiar.
Daily Star.gif Necrotic, Cold, Fire, Implement
Standard Action Ranged 10
Effect: You summon an infernal minion in the place of your current minion. Each target adjacent to the Infernal on a successful Strength + 2 vs. Reflex attack takes 2D10 + Strength modifier damage.
Special: 2 turns after the daily power is activated, the Infernal Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Infernal for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your infernal minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.


Level 6: Utility Power[edit]

Benefit: You gain the X power.

Level 7:[edit]

Benefit:

Level 8: Ability Score Increase[edit]

You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.

Level 8:[edit]

Benefit:

Level 9:[edit]

Summon Doomguard Death Knight Attack 1
After an intense ritual session, the blessed soulstone conjures a demon from the pits of hell, unleashing a chaotic, barely contained creature to maintain it's presence in combat.
Daily Star.gif Necrotic, Cold, Fire, Implement
Standard Action Ranged 10
Effect: You summon a Doomguard minion in the place of your current minion, and it can make a melee basic attack against one adjacent enemy. On a successful hit, add 2d10 extra damage to the damage.
Special: 2 turns after the daily power is activated, the Doomguard Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Doomguard for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Doomguard minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.

Alternatively, you can choose for the Doomguard to be "released". When released, the Doomguard does not count against your daily minion value and does not require a sustain minor. Once released however, a Doomguard will begin to attack enemies and allies alike at random. Assign a random number to each creature within the attack range of the Doomguard, and use a random number generator or dice equal to the number of creatures within the Doomguard's attack range. When that creature's number comes up as a result of the random number generated, the Doomguard will move to attack that creature. Once a Doomguard is released, the Doomguard will continue to attack random targets until it is dismissed or killed.


Level 10: Utility Power[edit]

Benefit: You gain the X power.

Paragon Death Knight[edit]

wowtcgelderguardbrennan580.jpg
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Level Feats Known Class Features and Powers
11 +1 Ability score increase
Paragon Path Features
Paragon Path Power
12 +1 Paragon Path Power
13
14 +1 Ability score increase
15
16 +1
Paragon Path Feature
17
18 +1 Ability score increase
19
20 +1 Paragon Path Power

Level 11: Ability Score Increase[edit]

Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.

Level 11: Paragon Path Features[edit]

Benefit: You gain the level 11 features of your chosen paragon path. The suggested Paragon Path is the "Unholy Knight", path.


Knight's Action (Level 11): When you spend an action point to make an attack, the target of the attack also takes a -2 penalty to all defenses (save ends).

Necrotic Skill (Level 11): You gain a +1 bonus to attack rolls of weapon attacks.

Knight's Ascension (Level 16): You are immune to all diseases, and you never have to make Endurance checks to resist disease or fatigue. You are also immortal, and considered an immortal creature for the purpose of effects that relate to creature origin. Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you fail your first saving throw. You also gain a +2 bonus to all saving throws.

Level 11: Paragon Path Power[edit]

Benefit: You gain the level 11 power of your chosen paragon path.


Summon ProtoDragon Death Knight Attack 11
You summon an ancient race of Dragons, lost since forgotten in the Earthly realms.
Encounter Star.gif Necrotic, Cold, Fire, Implement
Standard Action Ranged 10
Effect: You summon a Protodragon minion in the place of your current minion. In then makes an attack (Close Blast 4) against each enemy in the blast, against their reflex defense (+2). On a successful hit, this damage is equal to 2d10 + Your Strength modifier.
Special: 2 turns after the daily power is activated, the Protodragon Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Protodragon for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Protodragon minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.


Level 11:[edit]

Benefit:

Level 12:[edit]

Benefit:

Level 12: Paragon Path Power[edit]

Benefit: You gain the level 12 power of your chosen paragon path.


Death's Defiance Death Knight Utility 1
'Your very essence defies the presence of death, resisting it at every turn.'
Daily
Free Action Personal
Trigger: You drop at or below zero hitpoints.
Target: Yourself.
Effect: You are no longer dying and can spend two healing surges to regain hitpoints equal to your bloodied value.


Level 13:[edit]

Benefit:

Level 14: Ability Score Increase[edit]

Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 14:[edit]

Benefit:

Level 15:[edit]

Summon Patchwork Horror Death Knight Attack 1
You summon a horrific, Ghastly beast, a combined etching of a dozen men, blended in to one, horrific, nasty beast.
Daily Star.gif Necrotic, Cold, Implement
Standard Action Ranged 10
Target: One Unoccupied Square.
Effect: You summon a Patchwork Horror Minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the Patchwork Horror does 3D8 + Strength extra damage.
Special: 2 turns after the daily power is activated, the Patchwork Horror minion is dismissed. However with a sustain minor, the Patchwork Horror persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.


Level 16:[edit]

Benefit:

Level 17:[edit]

Benefit:

Level 18: Ability Score Increase[edit]

You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.

Level 18:[edit]

Benefit:

Level 19:[edit]

Summon Abyssal Death Knight Attack 1
From the twisting nether comes a creature born of fire and stone, chained only by the master's will, and pushing the upper limits of what any Death Knight can contain.
Daily Star.gif Necrotic, Cold, Fire, Implement
Standard Action Ranged 20
Effect: You summon an infernal minion in the place of your current minion. Each target adjacent to the Infernal on a successful Strength + 5 vs. Reflex attack takes 4D10 + Strength modifier damage.
Special: 2 turns after the daily power is activated, the Infernal Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Infernal for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your infernal minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.


Level 20: Paragon Path Power[edit]

Benefit: You gain the level 20 power of your chosen paragon path.


Summon Vrykul Death Knight Attack 1
A titan, summoned from the deepest depths of reality, their near Demi-god status grants them immense power, and dominion over living things.
Daily Star.gif Necrotic, Cold, Implement
Standard Action Ranged 20
Effect: You summon a Vrykul minion in the place of your current minion. The Vrykul then makes an attack (Close Burst 2) against each enemy in the burst, vs. reflex. On a successful hit, this damage does 4D10 + Strength modifier damage.
Special: 2 turns after the daily power is activated, the Vrykul Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Vrykul for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Vrykul minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.


Epic Death Knight[edit]

WoW%20Death%20Knight.jpg
[3]
Level Feats Known Class Features and Powers
21 +1 Ability score increase
Epic Destiny Feature
22 +1
23
24 +1 Ability score increase
Epic Destiny Feature
25
26 +1 Epic Destiny Power
27
28 +1 Ability score increase
29
30 +1 Epic Destiny Feature

Level 21: Ability Score Increase[edit]

You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.

Level 21: Epic Destiny Feature[edit]

Benefit: You gain the level 21 feature of your chosen epic destiny.

Level 21:[edit]

Benefit:

Level 22:[edit]

Benefit:

Level 23:[edit]

Benefit:

Level 24: Ability Score Increase[edit]

The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 24: Epic Destiny Feature[edit]

Benefit: You gain the level 24 feature of your chosen epic destiny.

Level 24:[edit]

Benefit:

Level 25:[edit]

Summon Terrorguard Death Knight Attack 1
After an intense ritual session, the unholy soulstone conjures forth a demon from the pits of hell, unleashing a chaotic, barely contained creature to maintain it's presence in combat.
Daily Star.gif Necrotic, Cold, Fire, Implement
Standard Action Ranged 20
Effect: You summon a Doomguard minion in the place of your current minion, and it can make a melee basic attack against one adjacent enemy. On a successful hit, add 4d10 extra damage to the damage.
Special: 2 turns after the daily power is activated, the Doomguard Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Doomguard for the rest of the encounter, if you have not yet today exceeded your minion threshold; however this counts against your minion threshold. When your Doomguard minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.

Alternatively, you can choose for the Doomguard to be "released". When released, the Doomguard does not additionally count against your daily minion value and does not require a sustain minor. Once released however, a Doomguard will begin to attack enemies and allies alike at random. Assign a random number to each creature within the attack range of the Doomguard, and use a random number generator or dice equal to the number of creatures within the Doomguard's attack range. When that creature's number comes up as a result of the random number generated, the Doomguard will move to attack that creature. Once a Doomguard is released, the Doomguard will continue to attack random targets until it is dismissed or killed.


Level 26: Epic Destiny Power[edit]

Benefit: You gain the level 26 power of your chosen epic destiny.

Level 26:[edit]

Benefit:

Level 27:[edit]

Benefit:

Level 28: Ability Score Increase[edit]

Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.

Level 28:[edit]

Benefit:

Level 29:[edit]

Summon Patchwork Guardian Death Knight Attack 1
A disgusting, nasty beast, sewn together from the bodies of many dead men, from the work suited only to a butcher, and the most cynical of all men.
Daily Star.gif Necrotic, Cold, Implement
Standard Action Ranged 10
Target: One Unoccupied Square.
Effect: You summon a Patchwork Horror Minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the Patchwork Horror does 5D8 + Strength extra damage.
Special: 2 turns after the daily power is activated, the Patchwork Horror minion is dismissed. However with a sustain minor, the Patchwork Horror persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.


Level 30: Epic Destiny Feature[edit]

Benefit: You gain the level 30 feature of your chosen epic destiny.

Level 30:[edit]

Benefit:



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