User:DamonBright

From D&D Wiki

Jump to: navigation, search

Class Features[edit]

Class Features

As a Death Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Death Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + 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, and Survival.

Languages: Abyssal, Infernal

Equipment

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

  • (a) Any martial melee weapon and a Rune Weapon or (b) a Rune 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

Table: The Death Knight

Level Proficiency
Bonus
Features Profanities known Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Rune Weapon, Death's Oath 0 1
2nd +2 Necrostrike, Fighting Style 0 1 2
3rd +2 Profanities, Dark Order 2 1 3
4th +2 Ability Score Improvement, Death Awareness 2 1 3
5th +3 Extra Attack, Order feature 2 1 4 2
6th +3 Runeforging 2 1 4 2
7th +3 Necro Steed 3 2 4 3
8th +3 Ability Score Improvement, Bone Shield 3 2 4 3
9th +4 Necro Servant, Improved Runeforging 3 2 4 3 2
10th +4 Order feature 3 2 4 3 2
11th +4 Shadowmeld 3 2 4 3 3
12th +4 Ability Score Improvement, Life from Death 3 2 4 3 3
13th +5 Exalted Runeforging 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, Sanguine Strike 4 3 4 3 3 2
17th +6 Death Strike 5 3 4 3 3 3 1
18th +6 Order Feature 5 3 4 3 3 3 1
19th +6 Ability Score Improvement, Obliterate 5 3 4 3 3 3 2
20th +6 Avatar of Death 5 3 4 3 3 3 2


Rune Weapon[edit]

At 3rd level, you learn a ritual that creates a magical, living bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand, unless it is held by a greater power. In addition, you may also absorb its physical form within your very being, which may act as an effective storage place. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You gain a +1 bonus to all attack and damage rolls with your bound weapon.

Honor bound, Death's Pact[edit]

Death has made a pact with you to allow your Necro existence between undeath and life. This pact binds you to service and allows you access to the class abilities. A side effect of this pact is slower aging: for every 10 years that pass, your body ages only 1 year.

Death's Pact:[edit]

  1. The First Allegiance is to Death, not Life. The death knight is expected to protect the secrets of the Deathmongers and their origins. When able the death knight is obligated to protect sites where the dead are laid to rest from desecration. The death knight must ensure that all slain allies and enemies receive proper rites for their passage to the afterlife.
  2. 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.
  3. 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.
Breaking Death's Pact[edit]

The Pact and its consequences are at the GM's discretion. The death knight is a powerful class and should have major drawbacks and weaknesses as a consequence. Young death knights often run afoul of their pact and lose their abilities, sometimes at the most inopportune of moments. If you break an oath, agreement or contract, or grossly violate the Death's Pact you lose your class abilities, and may not progress any farther in levels as a death knight until you perform a task (GM's discretion) in repentance for your actions.

Spellcasting Ability[edit]

You can choose your spells from the Cleric Spell List (School of Necromancy). Charisma is your spellcasting ability for your Spells and Spell-like abilities since their power derives from your Strength of Will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a spell or ability you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use you Rune Weapon as a spellcasting focus for your Spells.

Cantrips: you can choose from:

Chill Touch: as per PHB

Spare the Dying: as per PHB

Necro Blast:

Necromancy Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of Necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.

The spell intensifies as you reach higher levels: 5th level, 3d10 necrotic damage, and 4d10 at 17th level.

Your hands glow with the unnatural color of coldfire, you channel this through your blade and release a burst of necrotic energy that eats away at the essence of your enemies.


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.

Duelling: 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 reroll 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.

Necrostrike[edit]

Also at 2nd level, once per short or long rest, you can channel a Necrostrike when you take an attack action. For the duration of your turn, you deal an extra 2d6 necrotic damage per successful hit. You gain an additional use per long rest at 4th, 9th, 15th, and 18th level. The necrotic damage increases by 1d6 at 4th, 9th, 15th and 18th level. You regain all charges after a long rest.

Dark Order[edit]

At 3rd level, you choose a Dark Order that shapes your combat styles and techniques. Choose the Order of Dark Cavaliers, Order of Unholy Death, or Order of Ebony Blades, all detailed at the end of the class description. The Order you choose grants you features at 3rd level and again at 5th, 10th, 15th, and 18th level.

Profanities[edit]

Starting at 3rd level, you learn a number of profanities as listed in the above table, chosen from the list below. You can use an action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one, you can only benefit from one profanity at a time.

The profanity lasts until you deactivate it or you activate another.

Grave Armor. Expend a spell slot to Gain +1 to your Armor Class. Enemies must make Wis Saving throw vs DC 8 + Prof + Charisma Or attack the Death Knight, ignoring all Allies. Lasts until cancelled.

Aura of the Damned. Expend a spell slot for 1 minute enemies ave disadvantage against everyone but you.

Deathwind. Expend a spell slot and when you or 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.

Gravemist. Expend a spell slot to grant friendly Undead creatures within 30 feet of you have advantage on saving throws.

Runeforging[edit]

2801932674_8e5054d5a7.jpg
Rune Forge

Starting at 5th level, you gain the ability to Runeforge your Rune weapon. This requires access to your Order's Runeforge. It takes 1 hour to Runeforge a Rune weapon inscribing one Rune upon it. Runed Weapons are infused with magic and act as a magical weapon allowing you to damage spirits, elementals, or beings otherwise incorporeal.

Starting at level 9, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon. Starting at level 13, you can inscribe three Runes onto you Rune Weapon. This process takes 3 hours per Rune. You can have no more than 3 Runes on a Rune weapon.

Only a death knight can safely wield a Rune Weapon inscribed with Runes. All others take 2d6 necrotic damage per round while wielding the weapon.

•Rune of Razorice: once inscribed onto the Rune Weapon it gains +1 to hit and damage.

•Rune of the Fallen Crusader: once inscribed onto the Rune Weapon the death knight can expend a spell slot to heal himself for 1d6 per spell slot level plus charisma modifier.

•Rune of the Stoneskin Gargoyle: once inscribed onto the Rune Weapon the death knight gains +1 to strength and +1 constitution while wielding the Rune Weapon (this does not affect hit points only saves and checks).

•Rune of Cinderglacier: once inscribed onto the Rune Weapon the death knight can: Channel Necrostrike one additional time per long rest.

•Rune of Lichbane: once inscribed onto the Rune Weapon the death knight gains advantage on all attacks against undead creatures.

•Rune of Spellbreaking: once inscribed onto a single handed Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack.

•Rune of Swordbreaking: once inscribed onto a single handed Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack.

•Rune of Spellshattering: once inscribed onto a two handed Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack.

•Rune of Swordshattering: once inscribed onto a two handed Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 and to four when you reach 20th level in this class.

Necrosteed[edit]

At level 7, The death knight gains the ability to summon and banish a Necrosteed by expending a second level or greater spell slot. 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 minus the sacrifice and for half the time. If desired, the creature can be replaced by simply performing the same ritual with another creature. When the new Necrosteed is banished, the old Necrosteed’s remains are simply spewed out by the portal. Necrosteeds are also subject to the Turn Undead ability. You gain proficiency in riding your Necrosteed with this ability.

Bone Shield[edit]

At level 8, When you take slashing, bludgeoning, or piercing damage; as a bonus action, you may expend a spell slot to create 4 bones that spin and float around you. While at least one bone remains, you have resistance against slashing, bludgeoning, and piercing damage. Whenever an attack deals one of those types of damage, one bone is destroyed. Duration 10 minutes or one battle whichever is shorter.

Improved Runeforging[edit]

Starting at level 9, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon.

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 evade you, with DC equal to 8 + your Charisma modifier + your proficiency bonus.

Life from Death[edit]

At 12th level, Necro energy affects your vitality. Your maximum hit points increase by 10 and increase by an additional 2 every level after.

Improved Runeforging[edit]

Starting at level 13, you can inscribe three Runes onto you Rune Weapon. This process takes 3 hours per Rune. You can have no more than 3 Runes on a Rune weapon.

Dark Command[edit]

Starting at level 14, You can expend a spell slot and speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Duration one round. The spell has no effect if it doesn’t understand your language or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

When you use this ability by expending a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Sanguine Strike[edit]

At 16th level, you may expend a second level or higher spell slot to infuse your weapon with death energy in conjunction with an attack action. This causes the next strike to seek out vital points and weaknesses in your foes. The next time you hit a creature with a melee weapon attack before this spell ends, that attack becomes a critical hit and ignores any resistance or damage reduction (but not immunity) that the target has. You are healed for the final amount of damage inflicted up to your maximum hit points.

Obliterate[edit]

Starting at 19th level, you may expend a second level or higher spell slot to fill your weapon with Necrotic energy in conjunction with an attack action. Until the end of your turn any successful attack with your Rune Weapon will deal an additional 2d6 Necrotic damage. When you expend a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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.

Order of the Ebony Blades[edit]

Death knights of the Ebony Blades use their knowledge of the dark arts to supplement their physical and mental capabilities, allowing them to perform superhuman feats. With their expertise in martial training, they are recognized among the most effective dealers of death. Hordes upon hordes will charge the death knight only to fall to his blade, one by one.

0H2poC8dZec.jpg
[1]

Profanities[edit]

As a member of the Order of the Ebony Blades you gain access to the following profanities:

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 short or long rest.

Nerves of The Dead[edit]

3rd level, you gain resistance to necrotic damage, and gain advantage on saving throws to avoid being frightened or charmed.

Overwhelming Strength[edit]

By 5th level, the Ebon Blades' training bequeaths the ability to use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. Wield Greatsword in 1 hand.

Relentless Fortitude[edit]

Starting at 10th level, once per long rest, you gain the advantage on a saving throw of your choice. Once you use this feature, you must finish a long rest before you can use it again.

Certainty of Death[edit]

Starting at 15th level, your training within the order has granted you improved mastery over the boundless necro energies you tap. Channeling this energy grants Improved criticals: your weapon attacks score a critical hit on a roll of 19 to 20.

Unholy Weapon Flourish[edit]

Starting at 18th level, The bond between the Knight and his Rune Weapon has intensified allowing this feat. There are few an Enhanced Rune Weapon cannot harm. When making an attack with your Rune Weapon, you may add your twice your proficiency bonus to the attack roll.

Home of user-generated,
homebrew pages!


Advertisements: