Redeemed Death Knight Image

You are a paladin that has fallen from grace but has been redeemed and retain certain powers while replacing others from being a death knight.

You gain a Strength and Constitution score of 20. You also gain a Charisma score of 18.

You gain darkvision to 120ft.

You gain proficiency to Dexterity, Wisdom, and Charisma saving throws.

You gain immunity to necrotic and poison damage. You also gain immunity to the exhaustion, frightened, and poisoned conditions.

You gain the ability to speak, read, and write Abyssal and Celestial.

You gain the following features:

Redeemed Nature. You don’t require air, food, drink, or sleep as often as normal mortals, You can hold your breath for a number of hours equal to your Constitution mod (minimum of 1). You can survive without food or water for a number of days equal to 5 x your Constitution modifier (minimum of 1). While you don't suffer ill effects from not sleeping you still benefit from periods of rest, and need them to reset abilities.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Marshal the Living. Unless you are incapacitated, you and living creatures of your choice within 60 feet of you have advantage on saving throws against frightening and charming effects.

Astralfire Orb (1/Day). You can hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against a DC of 8 + your Charisma Mod + your proficiency bonus. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 radiant damage on a failed save, or half as much damage on a successful one. Allies within the radius are healed for the same amount as the radiant damage rolled. This orb contains sunlight.

 

 

Redeemed Death Knight Image

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