Frost Death Knight Prestige Class (F.A.T.E) Image

Heralds of Doom

When the Lich King’s control over his death knights was broken, his former champions found their new purpose as Knights of the Ebon Blade. After Draxis Eros donned the helm to keep the undead Scourge contained, he called forth a new generation of death knights to join the Ebon Blade's cause.

Class Information

Death Knights engage their foes up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable or damages them with unholy power. They drag foes into one-on-one conflicts, compelling them to focus their attacks away from weaker companions. To prevent their enemies from fleeing their grasp, death knights must remain mindful of the power they call forth from runes, and pace their attacks appropriately.

Hit Die: d12.


 

Class Features

The following are class features of the Death Knight prestige class.

Weapon and Armor Proficiency

A Death Knight is proficient with all simple and martial weapons, all types of armor, and shields.


 

Runic System

Starting at 1st level, a Death Knight gains access to runic power, a forgotten and forbidden power that is lost to most of the world. The Death Knight gains1 Frost Rune, 1 Blood Rune, and 100 runic power. Runes and runic power are used to power the various abilities and features of the Death Knight class. Runes regenerate after a short rest and Runic Power fully regenerates on a Long Rest. Also, whenever the Death Knight makes a successful weapon attack, they can roll a d20. On a 17 or higher the Death Knight recharges 20 runic power.

Upon reaching the 5th level, the Death Knight gains a second Frost Rune, and a third at 10th level.

Runic Enpowerment

At first level, the Death Knight gains access to the power of runeforging. Once per long rest the Death Knight can engrave a rune onto his weapon. These runes enhance his weapons in special ways and the rune stays active until the Death Knight uses another action to replace the current rune.The runes the Death Knight can place onto his weapon are as follows: 
- Rune of Razorice - Causes your weapon to deal an additional 1d8 Cold damage.
- Rune of the Fallen Crusader - Causes your weapon to heal 1d8 damage per successful attack.
- Rune of the Stoneskin Gargoyle - Causes your weapon to increase your AC by 2
- Rune of Unending Thirst - Causes your weapon to increase your movement speed by 10 feet.
- Rune of Spellwarding - Causes your weapon to increase your Saving Throws by 2.


 Frost Strike

At 2nd level, the Death Knight learns the ability to empower his attacks with frost. When the Death Knight successfully hits the target with a weapon attack, he can expend 40 runic power to add 2d8 cold damage to that attack and the Death Knight can roll a d4, adding one Frost Rune on a 4.

This damage increases to 3d8 at 8th level. 

Howling Blast

At 3rd level, the Death Knight learns to harness the power of the frozen wastes. As a bonus action, the death knight can spend one Frost Rune to blast a target within a 60ft range and any creatures within 20 feet with freezing winds. The target must make a CON save using either DEX or STR as the Death knight's save DC, whichever is higher. On a failed save, the target is inflicted with Frost Fever. While inflicted with Frost Fever, a target becomes vulnerable to cold damage and at the start of its turn, takes 1d6 cold damage. At the end of each of the targets turn, can repeat the save to end the disease. Targets that are immune to diseases are immune to this effect. Repeated failed saves against Howling Blast causes Frost Fever to stack, further increasing the cold damage by an additional d6 up to an additional 5d6.

 Raise Dead

At 4th level, the Death Knight can project his runic power over those who have recently died. As an action AND bonus action, The death knight can spend on Blood Rune to target a corpse that died in the last minute, bringing to back to life with Half of its maximum hp. Corpses revived this way do not regain any missing limps, recover from any sickness or diseases, and are afflicted with the conditions that were present upon the corpses at the time of death (ex. poisons). After the Death Knight uses this ability, he becomes lethargic until the end of his next turn.

Obliterate

At 5th level, the Death Knight learns how to ravage his target with a debilitating attack. When the Death Knight takes the attack action, he can expend 2 Frost Runes in order to Obliterate his target, replacing one attack with an enhanced attack that deals an additional 2d10 cold damage, and on hit regenerates 40 runic power for the Death Knight. The runes are consumed even if this attack misses.

The damage of this attack increases to 3d10 at 10th level.

Mind Freeze

At 6th level, the  Death Knight gains the ability to freeze the minds of those within his vicinity. Whenever a target within 30 feet of the attempts to cast a spell, the Death Knight can use his reaction to spend a Frost Rune to freeze the targets mind. The target must succeed on a CON save using the Death Knight's STR or DEX as the save DC, on a failed save, the target loses the spell and the spell slot is expended.

 Killing Machine 

At 7th level, the Death Knight becomes a proficient killing machine. Whenever the Death Knight makes a weapon attack, roll a d10. On a 10 the Death Knight goes into a killing frenzy until the end of his current turn, causing his next Obliterate to critically hit OR his next Howling Blast to be casted without the cost of a Frost Rune. This effect can only trigger twice per turn.

Enpowered Runic Enpowerment

At 8th level, the Death Knight can can further enhance his weapon, allowing him to add another rune to his weapons.

Pillar of Frost

At 9th level, the Death Knight full masters the Frozen Wastes. As bonus action the Death Knight pulses with with a deepening chill. For the next minute, For every expenditure of Frost Runes (to include Howling Blast with the effects of Killing Machine), the death knight increases his Strength modifier by 1, to a maximum of 10.

Once this feature has been used, it can not be used again until a long rest.

Champion of the Frozen Wastes

At 10th level, the Death Knight becomes a true Champion of the Frozen Wastes. His CON score increases by 4, including the cap. Also, the Death Knight can add half of his CON mod onto his AC even while armored. Lastly, if the Death Knight is killed while he still has Runic Power, at the start of his next turn, all runic power is expended and he is healed by the expended amount. Healing Negation can not stop this healing.







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Frost Death Knight Prestige Class (F.A.T.E) Image

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