Death Knight, 3rd Variant (5e Class)

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Azeroth's Death Knight[edit]

Quick Build

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


Armor: All armor, shields
Weapons: Simple melee weapons, martial melee weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, Athletics, Intimidation, Persuasion, Religion and Survival.


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

Table: The Death Knight

Level Proficiency
Features Profanities known Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Rune Weapon, Aura of Death 0 0
2nd +2 Shadow Shield, Fighting Style, Spellcasting 0 1 2
3rd +2 Profanities, Dark Order 2 1 3
4th +2 Ability Score Improvement, Martial Versatility (Optional) 2 2 3
5th +3 Extra Attack, Order Feature 2 2 4 2
6th +3 Unliving, Runeforging 2 2 4 2
7th +3 Death Awarness, Parry 3 2 4 3
8th +3 Ability Score Improvement, Martial Versatility (Optional) 3 2 4 3
9th +4 Necro Servant 3 3 4 3 2
10th +4 Order feature, Balance the Scales 3 3 4 3 2
11th +4 Shadowmeld 3 3 4 3 3
12th +4 Ability Score Improvement, Martial Versatility (Optional) 3 3 4 3 3
13th +5 Improved Necrostrike, Empowered Profanities 4 3 4 3 3 1
14th +5 Dark Command 4 3 4 3 3 1
15th +5 Order feature 4 3 4 3 3 2
16th +5 Ability Score Improvement, Martial Versatility (Optional) 4 3 4 3 3 2
17th +6 Mythical Profanities 5 4 4 3 3 3 1
18th +6 Order Feature 5 4 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 5 4 4 3 3 3 2
20th +6 Avatar of Death 5 4 4 3 3 3 2

Death Grip[edit]

Starting at 1st level, you can harness the energy that surrounds and binds all matter, allowing you to draw targets towards you. Using a bonus action, you can force a hostile creature within 30 feet to make a Strength saving throw. On a failed save, the target is pushed up to 30 feet to an unoccupied space within 5 feet of you. This movement doesn't provoke opportunity attacks.

You gain a number of uses of this feature equal to your Death Knight level, regaining uses after completing a long rest.


Also at 1st level, you gain the ability to craft and affix powerful magical runes upon your weapons. On the hands of any other creature, a runic weapon have no other properties, functioning as a regular weapon.

Runeforging require you to have smith's tools in hand, and is a process that take 1 hour to complete. A weapon can only have a single rune at the same time. You can only affix a new rune onto a weapon after taking 1 hour to remove the previous one.

You know two runes, and learn one additional rune at 5th, 11th and 20th levels.

Runic Magic[edit]

Starting at 2nd level, you gain the ability to draw upon the magical power of runes to unleash magical effects.


You start by having two runes, gaining more as you gain levels in this class, as shown in the Runes column on the class table. Runes recharge on a long rest, and can be used to generate magical effects called Rune Features.

Runic Power

When you use a Rune, you gain 10 runic power. You can use your runic power to activate Runic Powers, that are described down below. You lose all your runic power after completing a short or a long rest.


When you reach 3rd level, you commit yourself to a specialization. You can choose between Blood, Frost or Unholy. Your specialization grants you features at 3rd level and again at 7th, 11th, 15th and 18th levels.

On a Pale Horse[edit]

Starting at 3rd level, you are as hard to stop as death itself. Any mount controlled by you gain additional 20 feet of movement.

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.

Death's Advance[edit]

Starting at 5th level, you can use a Bonus Action to Dash. In addition, when you use this Bonus Action, you are immune to effects that forcefully move you, against effects that reduce your movement speed and against the paralyzed condition. These benefits last until the end of your next turn.

You can use this Bonus Action a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Dark Command[edit]

At 6th level, you can use a bonus action to force a creature within 30 feet to make a Wisdom saving throw. On a failure, the target have Disadvantage on attack rolls against creatures other than you until the end of its next turn.

After succeeding this save, a creature is immune to this effect for the next 24 hours


At 10th level, you can draw upon unholy energy to become an undead. As a bonus action, you gain the following benefits:

  • Your type changes o undead.
  • You become immune to the frightened and charmed conditions, and you can't be targeted by magical sleep.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Raise Ally[edit]

At 14th level, you can use an Action to pour dark energy into a dead target within 40 feet, reuniting spirit and body and allowing them to re enter battle. The target regains half its maximum hit points, and recover any features that would be recovered on a short rest.

Once you use this feature, you can't do it again until you finish a long rest.



Runic Magic

You start with Death Strike...

Blood Shield

Starting at 3rd level, whenever you regain hit points through the use of Death Strike, you also gain temporary hit points equal to the total damage dealt by the attack.

Anti-Magic Shell

At 7th level, you gain resistance to the damage of spells whenever you have your Blood Shield active.

In addition, whenever you reduce damage from a spell to 0 due to your Blood Shield and Anti-Magic Shell, you gain 10 Runic Power per level of the spell slot used.


Runic Magic

You start with Chains of Ice...


Raise Dead

Starting at 3rd level, you gain the ability to raise a fallen enemy from the dead to act as your servant. The undead companion

Runic Magic[edit]

Rune Features[edit]

Death and Decay
Rune Strike
Remorseless Winter
Chains of Ice

As a bonus action, you can spend 1 rune to shackle a creature within 30 feet with frozen chains. The target must succeed on a Strength saving throw, or is restrained for 1 minute. The target can make another saving throw in each of its turns to free himself.

A spellcaster restrained in this manner automatically fails any concentration checks and can't cast or concentrate on spells.

Control Undead
Soul Reaper
Heart Strike
Blood Boil
Death' Caress
Rune Tap
Blood Drinker
Frost Strike
Howling Beast
Chill Streak

Runic Powers[edit]

Death Coil
Death Gate
Path of Frost
Death Strike

When you hit a creature with an attack, you can spend 10 runic power points to cause additional damage equal to 1d10 + half your death knight level, and regain hit points equal to the same amount of additional damage caused.

Sacrificial Pact
Glacial Advance

Runeforging Runes[edit]

Rune of Razorice

Once per turn when you hit a creature with this a weapon engraved with this rune, you cause additional 1d4 cold damage and brand it with the mark of razorice. The mark lasts until the end of your next turn, and for the duration, any time that creature takes cold damage, it takes additional 1d4 damage.

Rune of the Fallen Crusader

Once per turn when you are at half your maximum number of hit points or lower, you regain 1d4 hit points. When you regain hit points in this manner, until the end of your next turn you cause additional 1d4 damage with your melee weapon attacks using Strength.

Rune of the Stoneskin Gargoyle

When wielding a weapon engraved with this rune, you can use your reaction to increase your AC in 1d4 when you are attacked. In addition, when using this reaction, you gain temporary hit points equal to the number rolled in the die.

Rune of the Unending Thirst

prerequisite 5th level

When you take the Attack action and attack with a weapon engraved with this rune, you can make an second attack as part of that action.

In addition, when you reduce a creature to 0 hit points using this weapon, you can move up to 10 feet and make an additional attack as a bonus action.

Rune of Sanguination
Rune of the Apocalypse
Rune of Hysteria
Rune of Spellwarding


Prerequisites. To qualify for multiclassing into the Death Knight class, you must meet these prerequisites: Strength 13 and Wisdom 13

Proficiencies. When you multiclass into the Death Knight class, you gain the following proficiencies: Light armor, medium armor, shields, simple melee weapons, martial melee weapons.

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