Base Class: Paladin
Unholy oath for a Paladin, a Death Knight is a symbol of death and decay.
The Death Knight must live by the following Tenets or lose their powers:
Fight until death.
Kill without hesitation.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Doomblade. As a bonus action, you brandish your holy symbol and shout a command word, forming a black greatsword in your hands, made of dark energy, for 1 minute. Only you can wield this weapon, and it deals 3d6 necrotic damage instead of 2d6 slashing damage. When you let go of the weapon, it disappears, but you can bring it back to your hands as a bonus action. If you are attuned to at least one magic melee weapon, you can choose for your doomblade to take on the properties of one magic melee weapon you are attuned to of your choice.
Hellfire Orb. As an action, you thrust your holy symbol forwards, and fire a sphere of black and red flames towards a point within 120 feet of yourself that you can see. Creatures within 20 feet of the point must make a Dexterity saving throw, taking 4d6 fire damage plus necrotic damage equal to your paladin level on a failed saving throw, or half on a success. The fire damage increases by an additional 2d6 at 5th, 11th and 17th levels.
Terrorize. If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest. Only one creature can be frightened at any time during combat using this ability.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Necrotic Smite
Necrotic Smite. When Divine Smite or Improved Divine Smite deal damage, the Paladin can choose to deal Necrotic damage instead of Radiant. When consuming spell slots with Divine Smite and taking this option, the bonus 1d8 damage is granted against creatures of the same type as the Death Knight (i.e. Human, Elf, etc.) and Celestials instead of Undead and Fiends.
Aura of Undeath
Starting at 7th level, you constantly emanate a ghostly aura of necrotic energy while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature dies while within the aura, their life energy is absorbed, granting you 1d10 temporary hit points that last for 1 minute. Additionally no creature besides you can revive this creature magically.
At 18th level, the range of this aura increases to 30 feet.
Thorns of the Black Rose
Beginning at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier.
Death Lord
At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
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