Death Knight (5e Class)

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The Deathkinght[edit]

Class Features As a Death Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Death Knight level

Hit Points at 1st Level: 10 + Constitution modifier

Hit points at Higher Levels: 1d10 (or 6) + Constitution modifier per Death Knight level after 1st

Proficiencies

Armor: Light, Medium, and Heavy Armor. Shields

Weapons: Simple melee weapons, Martial melee weapons

Tools: none

Saving Throws: Constitution, Charisma

Skills: Choose two from Acrobatics, Arcana, Athletics, Animal Handling, Insight, Intimidation, Investigation, Perception,Religion and Survival. Languages: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Any martial melee weapon or (b) a Simple Weapon and a shield

(a) scale mail or (b) chain mail

(a) 4 javelins or (b) 2 handaxes

(a) Dungeoneer's pack or (b) Explorer's pack



Death's Pact:[edit]

Your First Allegiance is to Death, not Life. A Deathknight is obliged to protect sites where the dead are laid to rest from any form of desecration. The Deathknight must ensure that all slain allies and enemies receive proper rites for their passage to the other side. The Second Allegiance is to revere Death, not Undeath. The Undead try to cheat the natural cycle of life, and the death knight must use every available means to stop them and restore natural order. The death knight is expected to treat the spirits of the dead with respect above all else. If the undead are rampaging, he is to take command or quell them regardless of personal vendetta or mood. Refusal to honor the spirit, or to use magic that traps or otherwise damages the soul to any degree is a slight against Death. The Third Allegiance is to Honor for all of Eternity. The third allegiance demands that a death knight keep the faith. In this, his word is his bond, once sworn he shall uphold it so long as his trust is not broken, even against his convenience. His word is to stand until his own death. Death knights are expected to repay kindness with kindness and slights with retribution.


Fighting Style[edit]

Starting at 2nd lvl, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. At level 5, choose another fighting style.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defensive: While you are wearing armor, you gain a +1 bonus to AC.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Netherblast[edit]

Also at 2nd level, you can channel a Netherblast when you take an attack action. You imbue your weapon with arcane energy dealing an additional 2d6 force damage. The force damage increases by 1d6 at 4th, 9th, 15th and 18th level. You can use this feature a Number of times equal to your Charisma Modifier. You regain all charges after a long rest.

Death Knights' Order[edit]

At 3rd level you choose an order of knights and learn their combat style and techniques.( So far only the Dark Riders have been implemented) Choose the Order of the Dark Riders , Blank, or Blank, detailed at the end of the class description. The order you choose grants you features at 3rd level and again at 6th, 11th, 15th, and 20th level.


Profanities[edit]

Starting at 3rd level, you learn three profanities chosen from the list below. At the dawn of each day you can decide which profanity you have active for the day.

Grave Armor. Your armor takes on a sickly green hue, shielding you from damage. While you are wearing armor, bludgeoning,piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Deathwind. When a creature within 30 feet of you takes fire, poison, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn. You can use this feature a number of times equal to your charisma modifier+ your constitution modifier

Unholy Vigor. You and friendly creatures within 30 feet of you, gain temporary hit points equal to your death knight level. The temporary hit points once lost can be restored by the death knight executing a long rest.

Etherfloat. You (and your Necro Steed) hover few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell.

Pale Horse. Your Necrosteed and friendly mount creatures within 30 feet of you increase their movement speed by 10 feet.

Intimidating gaze. You gain advantage on all intimidation checks.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Runeforgeing[edit]

Starting at 5th level you gain the ability to carve arcane runes into the hilt of your Weapon, giving it special properties. These Runes can only be altered at a runeforge, only one rune can be placed on a Weapon at a time

- Rune of the Fallen Crusader: You can use your action to plunge your weapon into your own flesh. Doing so lets you regain 1d10 hitpoints, using this ability consumes one of your hit dice.

- Rune of Hollow Bones: When placed on a melee weapon the Weapon can now be treated as 'light' for the purposes of dual wielding. When placed on a Thrown weapon the range is doubled.

- Rune of Fading Will: When reducing a target to 0 hitpoints any hostile creature within 10 feet of you that is watching your brutal onslaught needs to make a Wisdom Save( DC 8+prof+cha) or be frightened until your next turn.

- Rune of Spellprotection: Once per day, when targeted with a spell that requires a saving throw, roll with advantage.

- Rune of Attraction: ( Shield only) Any ranged attack targeted at a creature within 10 ft of you targets you instead.

Quell the Rage[edit]

Starting at 8th level you can attempt to calm the raging spirit of hostile undead. As an action you try to drawn out the souls or nearby undead with a CR 1 or below. Any undead within 30 feet of you with the appropriate CR needs ot make a Wisdom saving throw DC(8+Charisma modifier+ proficieny bonus). On a successful roll the undead are no longer hostile towards you, on a failed roll the undeads soul is pulled from their body and sent to the afterlife killing the undead.

Shadow Meld[edit]

At level 11, as an action, you may expend a third level spell slot or greater and teleport to a point you can see within 30 +(Cha mod x 10) feet into or out of shadow. You may take one other creature with you (creature must be within 5 feet of Knight). If the creature is not willing, it must succeed on a Charisma saving throw to resist you, with DC equal to 8 + your Charisma modifier + your proficiency bonus.

Life from Death[edit]

At 12th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your constitution modifier.

Dark Command[edit]

Starting at level 14, You can speak a one-word command to a creature you can see within 60 feet. The target must succeed on a Wisdom saving throw Dc 8+ your charisma modifier+ your proficiency bonus or follow the command on its next turn. The spell has no effect if it doesn’t understand your language or if your command is directly harmful to it.

Avatar of Death[edit]

At 20th level, you no longer require food, water or sleep. Once per long rest you may become an Avatar of Death for one hour. In this form, you gain immunity to non-magical weapons, immunity to necrotic damage and the ability to have two profanities active at once.

Dark Rider[edit]

Necrosteed[edit]

Starting at level 3, The death knight gains the ability to summon and banish a Necrosteed as an action. Summoning it opens a portal within 5 feet from the death knight. The first time this ability is used a ritual must be performed (length one hour) involving the sacrifice of mount / creature, praying over its remains and burning not less than 200 gold pieces worth of incense. The creature will then take an exclusively ebony physical appearance and glow a sickly green and black aura but still maintain all its features of its original form. If killed, the creature is simply banished and its service can be regained by performing the same ritual for half the time. If desired, the creature can be replaced by simply performing the same ritual with another creature. The creature you try to bind needs to be alive for the ritual and will be sacrificed during the incantation. Using your ritual on an already deceased monster will not bind it to you.

→A mount of size Large or smaller will require 200 gold worth of components.

→ A mount of size Huge will require 2000 gold worth of components.

→ Additionally a monster with a swim speed will increase the component price by 200 gold, a monster with a flying speed will increase the price by 500 gold for a large creature and 2000 gold for a huge creature. The bound mount vanishes when its hitpoints are reduced to 0 or its rider is knocked below 1 HP

Charge Foe[edit]

Beginning at 6th level, You are able to charge your steed directly at your foe, dealing 1d6 bludgeoning damage for every 10ft you traverse on your way to them ( Maximum 6d6 ). The target must succeed a DC 15 Dexterity saving throw, on a successful save, the target takes half damage and does not fall, on a failed save, the target takes full damage and is knocked prone.

Ebony Instincts[edit]

Upon reaching 11th level, your mount has become just as much of a force on the battlefield as you have. Your mounts instincts are so honed that you have advantage on initiative rolls atop your mount. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you are mounted.

Towering Presence[edit]

Starting at 15th level, the sight of you on top of your mount is all that is needed to send creatures fleeing. let your steed stand and raise your weapon high to terrify the worthless vermin before you. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC [8 + proficiency bonus + charisma modifier] Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Towering Presence for the next 24 hours you must finish a long rest before you can use towering Presence again.

Gift of the Nazgul[edit]

At 20th level, you have achieved the most elite status of the Dark Riders and the power to commence an additional binding ritual upon a Wyvern. The Wyvern obeys your commands with unwavering loyalty. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn , you can telepathically command the beast where to move . You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

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