Base Class: Fighter
Death. The end of a journey, or at least one would think it is.
The Death Knight's soul does not know rest, they are cursed to live forever.
When a party member dies, you can give this as an option if they had unfinished business, were cursed by a creature or being, or bestowed a deal by a deity or otherworldly creature.
The character loses all previously acquired levels in the class they were and become a Death Knight up to the same level of the previous class. Additionally, the character becomes Undead, losing all flesh over the next few months and becoming a skeleton (Alternatively, the DM may allow you to become a spectral form) with eyes that glow a dim red but the character may keep any racial traits such as Dragon Breath or Fey Step, granting it certain bonuses and weaknesses.
You cannot multiclass into or from this class.
As a Death Knight you gain the following traits.
You become Vulnerable to Radiant Damage.
You become Immune to Necrotic Damage.
You are Immune to the following effects. Exhaustion, Poisoned, Bleeding.
You no longer Breathe, Eat, or Drink Liquids.
You are not allowed to wear Heavy Armor or use weapons with the Heavy modifier.
Magic cannot put you to Sleep.
Instead of Sleeping you must remain motionless for 4 hours, at which point you are indiscernible from a normal skeleton. (If a spectre, your form becomes translucent and impossible to see without true sight.)
In addition, if you die, after 1d6+2 hours you are returned to the land of the living with half your max HP rounded down. During this time, Your body cannot be destroyed as it is protected by an unknown force, also, your armor and weapons cannot be removed from you by force as they are magically bound to your soul.
Death's Touch
At 3rd level you gain the ability to cast "Speak with the Dead" once per long rest.
Your weapons deal an additional 1d4 cold damage. As you imbue them with the cold touch of death.
Undying Resolve
At 7th level you gain the ability to withstand a killing blow.
If you are reduced to 0 HP you are instead returned to 1 HP and may make a Melee attack at a creature within range as a reaction.
You must take a long rest (4 hours) before this skill is useable once more.
Fog of Death
At 10th level you gain the following ability.
You emanate a thin layer of fog on the ground in a 10 ft. radius around you. Hostile creatures must make a Wisdom Save DC10 or be Frightened of you until the end of their next turn.
At 15th Level this increases to 20 ft. Radius and Wisdom Save DC15.
Cold Embrace
At 15th level you gain the following.
Your weapon attacks deal an extra 1d8 Cold Damage as the icy touch of the dead envelope your weapons further, drawing your enemies even closer to death with each hit.
In addition, You gain Resistance to Cold Damage.
...And Their Name Was Death...
At 18th level you gain the following.
You can cast Resurrection once every 1d10+2 weeks as you have become a master over death and can bend it to your will every so often.
In addition. When you use the Action Surge ability, you gain spectral wings for 1 hour and have a flying speed equal to your movement, you have advantage on all Intimidation checks while you have these wings.
Previous Versions
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6/17/2023 7:01:24 AM
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7/17/2023 2:11:39 AM
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Coming Soon
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