Paladin
Base Class: Paladin

When a paladin falls from grace he/she can choose to embark on a path of dark ambition; this dark power lies within the depths of the paladins soul, being able to draw upon the darkness of the world to start becoming what is known as a death knight, dread knight or revenant king. While most death knights are members of the undead, a rare few are able to keep their mortality absorbing the dark power, keeping it from rotting the flesh off their bones turning them into undead.

Death Knights hold no tenets, they only swear pacts to them selves or to whom they directly serve. At level 3 you can decide to choose this path by taking your holy symbol and corrupting it in some manner. If you choose to do this make a DC15 saving throw (without any modifiers) upon a successful throw you absorb the power, and become a Revenant King. On a failed save you become an undead thrall (under your DM's control) loosing the character.

Your alignment must become one of the three Chaotic Neutral, Lawful Evil or Neutral Evil. 

 

Channel Corrupt Divinity

When you take this oath, at 3rd level you gain the following three Channel Divinity options.

Blade of Corruption. As a bonus action, you corrupt your holy symbol shouting dark tongues, forming a aura of dark energy around the weapon in your hands for 1 minute. Only you can wield this weapon now and can not have it removed from your grip. It now deals 4d6 necrotic damage a top its normal damage. If you shout the dark tongues again, it will disappear around the weapon, you can bring it back on your bonus action. If you are attuned to at least one magic melee weapon the magical properties remain.

Create Undead. As an action, the paladin channels divine energy into a corpse or pile of bones of a medium or small sized creature they can see within 30-ft., raising a skeletal minion of corresponding size to serve the paladin indefinitely.

  • The skeleton raised uses the stats of the skeleton except they have a Strength of 16 and gain 5 Maximum Hit Points per level of Paladin beyond 1st.
  • The skeleton raised will be of the same alignment as the Death Knight who raised it.
  • You can maintain control over one Skeleton Warrior for every four levels of Paladin, minimum 1.
  • For Turning purposes, the CR of these Skeletons is 1/4 of your levels in Paladin, rounded down.

On each of your turns, you can use a bonus action to mentally command any undead under your control if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Hellfire.  As an action you can call down hellfire, it will rain down unblockable flashes of green and red flames dealing 5d8 damage to all creatures within 120 foot radius except you. 

Aura of Corruption

Starting at 7th level while you are conscious, you have an aura of rotting blight around you anything within 15 feet takes 4d4 poison damage each turn. Starting 18th level it increases to 30 feet, past 5 feet allied creatures do not take the damage anymore. (Your skeletons take no damage from this at any level). 

Aura of Dark Resistance

Starting at 7th level while you are conscious, you and allied creatures within 10 feet are now resistant to necrotic, radiant, bludgeoning, piercing, and slashing damage from nonmagical weapons. Starting 18th level, the range increases to 30 feet. 

Death's Touch

At 15th level, you can use dark energies to taint your smites creating an extra 5d8 necrotic damage to come from them, along side normal damage that comes with the smites. Also expending a spell slot to use your Divine Smite feature on a creature; the creature must make a Wisdom saving throw. On a failed saving throw, the creature cannot use its actions, until the end of its next turn.

Revenant King Spells

You gain oath spells at the Death Knight levels listed.

Level Spells
3rd command, inflict wounds, hellish rebuke
5th darkness, hold person
9th fear, vampiric touch, invisibility
13th hold monster, blight, finger of death
17th cone of cold, power word kill, true polymorph

King of Unholy Might

Now at level 20 your body pulsates with dark energy through your veins, your irises burn with hellfire. You have become the embodiment of death, decay and all that is unholy. You gain resistance to cold and fire (for your body has suffered in blizzards and hellfire long enough), you become immune to being charmed, exhaustion and poison. The strength of the unholy might is bestowed upon you, strength now becomes 20 and AC gains +3. Hellfire and Blade of Corruption double the damage anytime you use them. Darkness flows around you allowing you to slip in and out of shadows, you can teleport up to one creature you see or anywhere within 500 feet. Hellfire in your eyes gains truesight and darkvision out to 120 feet. Death, corruption, unholy you have become a king of death knights, you are a Revenant King.  

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