Paladin
Base Class: Paladin

Once righteous Paladins, Death Knights were corrupted by their greed, bloodlust, jealousy, or pride. They now serve themselves, not any ideals. Retaining their skills in martial arts, they equip themselves with deadly weapons to compliment their impenetrable armor adorned with skulls and spikes. With their new connection to dark magic, Death Knights excel at thwarting magic users and using their energy against them. Whether they use their power to seek out further power, or redemption for their transgressions, is up to them.

Oathbreaker Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd shield, absorb elements
5th scorching ray, hold person
9th counterspell, phantom steed
13th fire shield, arcane eye
17th dispel evil and good, hallow

Necrosis

The Death Knight's soul has been corrupted to a degree that it has begun to take a toll on their body. They begin to decay unless sustained by their Lay on Hands. The Death Knight gains 1 level of exhaustion for every day that they do not use their Lay on Hands feature. In order to use Lay on Hands, the Death Knight must touch a target creature. That creature takes necrotic damage equal to half of the number of points used (rounded up), the Death Knight then heals for the full amount of points spent. Only the Death Knight may be the recipient of the healing effects of Lay on Hands.

In addition, all radiant damage you deal is substituted with necrotic damage.

Channel Divinity

A Death Knight of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Hellfire Orb. As an action, the Death Knight channels hellfire to explode in burning energy at a point they choose. They may cast  fireball at 3rd level. When they reach level 7, they may increase the spell level to half their class level rounded up.

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC {{savedc:cha}}). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you use this feature using a spell level of 4th level or higher, the damage increases by 1d6 for each level above 3rd.

Aura of Magic Resistance

Starting at 7th level, the Death Knight as well any allies within 10 feet of them, gains advantage on saving throws against spells and other magical effects.

At 18th level, the range of this aura increases to 30 feet.

Extra Attack

Beginning at 15th level, the Death Knight can attack 3 times, instead of once, whenever they take the Attack action on their turn.

Grim Simulacrum

At 20th level, the Death Knight can can use their reaction twice in-between their turns. 

When the Death Knight successfully ends a spell using Counterspell, they may copy that spell and target a creature of their choice. When the Death Knight chooses a target, they cast the spell at them as part of their reaction. If the spell targets the caster, the Death Knight instead casts that spell on themself. Charisma is used as the spellcasting ability modifier.

Comments

Posts Quoted:
Reply
Clear All Quotes