Strap in ladies and gentlemen, this is a long one.
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paladin to deathknight crossover HD - 1d10 per paladin level 1st level 10 + con mod each after 1d10+con mod 2 proficiencies at 1st level in addition to: Armor: all armor, no shields Weapons: Simple weapons, martial weapons Tools: Runeforge Saving throws: Str, Cha Skills: Choose 2 from Athletics, Intimidation, Religion, Stealth, and Insight Deathsense - When using this ability you become immediately aware of all undead, fiends, devils, and abyssal creatures within 60 feet of you, so long as those creatures are not obscured behind total cover. You know the type of creatures whose presence you sense, but not the identity. Death's Reprieve - This ability can be used to heal those who are unconscious. You have a pool of healing power that replenishes when you take a short rest. With that pool, you can restore a creature of 5 total hit points that are missing, this amount of healing cannot exceed the targets maximum hit points, this ability cannot restore temporary hit points.
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2nd Level Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. : Blessed Warrior, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection. Spellcasting By 2nd level, you have learned to draw power from death itself through meditation and desicration of holy relics. See spells rules for the general rules of spellcasting and the Spells Listing for the (Paladin spell list: deathknight spells to be determined) Preparing and Casting Spells Use Paladin spell casting and preparing for this section, substituting Charisma for Constitution. Spellcasting Ability Use Paladin spellcasting ability section for this substituting Con for Cha
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Spell save DC = 8 + proficiency bonus + Constitution modifier Spell attack modifier = your proficiency bonus + your constitution modifier Spellcasting Focus - You MUST use your Runeforged weapon as a focus for your spellcasting. If you lose your Runeforged weapon or it is destroyed, you must regain your weapon or forge a new weapon. However, so long as your weapon is not obscured from your vision and is within 15 feet of you, your weapon remains considered to be in your control for the purposes of spellcasting. If you are not in direct control of the weapon (direct control here is defined as in your grasp regardless of who is holding the handle/grip/etc) you may not use the weapon as a melee weapon, only as a spell focus due to the Deathknights close bond with their weapon. Runeforging: At level 2 the Deathknight may begin forging Runes onto his/her weapon. The first Rune forged onto the weapon of the Deathknight must take place at the forge of his/her God/Goddess. For the purposes of this class the Deathknight MUST be in the service of a God or Goddess whose realms are that of or leading to death (note: the Deathknight is a servant specifically of death itself and as a result is not beholden to that one God/Goddess for the entirety of their existence but may aid those Gods/Goddesses in the ultimate service of death).
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The following runes can be chosen from for the entirety of the Runeforging process: Destruction - this Rune provides the Deathknight with a permanent +1 to their strength score, not to exceed 20 and advantage on all strength checks and saving throws Desecration - this Rune provides the Deathknight with a permanent +1 to their constitution score not to exceed 20 and advantage on all constitution checks and saving throws Agile - this Rune provides the Deathknight with a permanent +1 to their dexterity score not to exceed 20 and advantage on all dexterity checks and saving throws Eloquence - this Rune provides the Deathknight with a permanent +1 to their charisma score not to exceed 20 and advantage on all charisma checks and saving throws. Well Read - this rune provides the Deathknight with a +1 to their intelligence score not to exceed 20 and advantage on all intelligence checks and saving throws. Wisdom of the dead - this Rune provides the Deathknight with a +1 to their wisdom score not to exceed 20 and advantage on all wisdom checks and saving throws. The Deathknight may only choose 1 of these Runes to be placed on their weapon, once one of these Runes is chosen the remaining runes become no longer available to the Deathknight. Death Strike Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is celestial, undead, or abyssal to a maximum of 6d8.
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Grim Health By 3rd level, the power of death flowing through you makes you immune to stun effects, abilities, and spells. 4th Level ASIx2/Feat 5th Level Extra Attack Beginning at 5th [level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 6th Level whenever you or any friendly creature within 10 feet of you must make a death saving throw, the creature gains a advantage on their next death saving throw to a maximum of 1 per day. 7th Level Toe the Line - Starting at 7th level, you constantly emanate an aura while you are not incapacitated. The aura extends 1- feed from you in every direction (complete sphere), but not through total cover. If a creature is frightened of you, its speed is reduced to - while in the aura and that creature takes necrotic damage equal to half your Deathknight level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet. ASIx2/Feat Chill of Death Starting at 10th level, you and friendly creatures within 10 feet of you are resisant to cold damage while you are conscious. At 18th level, the range of this aura increases of 30 feet.
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11th level Improved Death Strike By 11th level, you are so suffused with deaths might that all your melee weapon strikes carry necrotic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. 12th level ASIx2/Feat 14th Level Call to the Grave Beginning at 14th level, you can use your action to make a melee attack on a creature to cause that creature to gain 1 point of exhaustion. If you make this attack with a weapon all weapon damage (bludgeoning, piercing, slashing) is sacrificed while the necrotic damage you control is not sacrificed. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest. 15th Level Nudge to the End Starting at 15th level, those who dare to strike you are punished for their audacity. Whenever a creature hits you with an attack, that creature takes force damage equal to your Constitution modifier (minimum of 1) if you're not incapacitated.
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16th Level ASIx2/Feat 18th Level Aura Improvements 19th Level ASIx2/Feat 20th Level Avatar of Death At 20th level, you can the ability to harness death itself. As an action, you can magically become an avatar of death, gaining the following benefits for 3 minutes: - You have resistance to all damage. - When you take the attack action on your turn, all of your attacks have advantage and deal an additional 1d8 damage. - Your melee weapon attacks score a critical hit on double their original chance (normal critical strike roll on a d20 is 20, double that would be 19 and 20, however if your weapon scores a critical hit normally on 19 and 20, the total would now be from 17 to 20, and so on.) Once you use this feature gain 2 points of exhaustion and may not use this feature again until you have cleared yourself of ALL points of exhaustion.
Spell slots at character levels follow Paladin spell casting Spell slots per level. Level 1 spells (character level 2) Due to there being fewer spells in the available list of castable spells, all spells are available each day, however, all attack based spells are subject to failure based on a DC 14 constitution save by the target of the spell. Base Paladin spell list less Compelled Duel, Detect Poison and Disease, Divine Favor, Heroism, and Shield of Faith. Change names of all "smite" spells to "touch" spell (e.g. Thunderous Smite becomes "Thunderous Touch" with same effect.) Level 2 spells (character level 5) Base Paladin spell list less Aid, Locate Object, and Protection from Poison. Zone of Truth becomes "Area of Annihilation". Area of Annihilation (concentration)- This spell has an area of 10`radius in ALL directions of the Deathknight. When activated any non-friendly living creature within 10 feet of the caster takes 1d6 necrotic damage and an additional 1d6 necrotic damage at the beginning of their turn so long as that creature is still in the area at the beginning of their turn. Death Strike (as smite can be cast after the attack has been confirmed as a successful attack overcoming the armor class of the target of the strike). Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is celestial, undead, or abyssal to a maximum of 6d8.
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Level 3 spells (character level 9) Base Paladin spell list less Create Food and Water, Crusader's Mantle, Daylight, Elemental Weapon, Find Steed, Remove Curse, and Revivify. Smite spells become Touch spells and radiant damage becomes necrotic damage. Death Grip - As an action the Deathknight can cast this spell on any creature out to 20'from the Deathknight. The creature must make a Strength Saving Throw against the effects of this spell to avoid being pulled into melee reach of the Deathknight. Strength saving throw DC is equal to 8+Con mod of Caster+proficiency bonus. Bone Shield - Works as Warlock spell "Armor of Agathys" starting with 3rd level (e.g. 15 temp hit points and substituting necrotic damage for cold damage) Level 4 spells (character level 3) Base Paladin spell list less Aura of Purity, Banishment, or Death Ward. Aura of life becomes Aura of Death. Aura of Death (concentration) - Death energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each hostile creature in the aura must make a constitution saving throw (DC 8+ConMod+Proficiecy Mod) or it becomes susceptible to necrotic damage (any creature who is normally resistant now has no resistence, any creature who normally has no resistence now becomes susceptible and the necrotic damage is multiplied by 2), and it cannot be healed in any way until the end of the spell. In addition, any hostile creature within the radius suffers 3d6 necrotic damage when it starts its turn in the aura.
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Summon Death Steed - at level 4 the Deathknight can now summon only a Nightmare as a steed, the Nightmare becomes neutral to the Deathknight and their allies as the Paladin spell Find Steed using the Nightmare stat block in the Monster Manual. The Deathknight does not require any riding equipment (saddle, reigns, crop, stirrups, etc.). The Nightmare will never allow such things to be placed upon it, however, while riding the Nightmare in non-combat situations the Deathknight can not be unwillingly removed from the Nightmare. The Deathknight and the Nightmare share a telepathic bond and as a result the Nightmare can understand all languages the Deathknight understands while communicating with the Deathknight, if any other creature attempts to communicate with the Nightmare they must be able to speak infernal. Level 5 spells (character level 17) Death Touch - The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with necrotic energy, and the attack deals an extra 5d10 necrotic damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, it must make a constitution saving throw (8+ConMod+Prof) or fall prone and is grappled to the ground by the bones of the fallen (note: the ground on which this spell is used does NOT need to have had people buried there for the purposes of "bones" holding the target to the ground). The creature must use an action to roll a Strength check to overcome a DC 16 to escape the grapple of the bones holding them to the ground. Each attack made against the creature has advantage as if they are being flanked for the purposes of sneak attack and overcomming disadvantage for being prone for ranged attacks (normally having disadvantage is rolled as a normal attack, melee attacks that do not have disadvantage are rolled at advantage).
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Consumed by Death - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 necrotic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. Army of the Dead - (this spell can only be cast at 20th level) You summon 4 Ghouls equaling a CR20, 2 Ghouls equaling CR20 or 1 Ghoul who is CR20, all of whom are friendly to the Deathknight and their party. The Deathknight upon summoning this Army of the Dead gives the Ghouls a verbal command or the Army of the Dead will defend party members from non-friendly living and non-living creatures. For the purposes of stat block refer to Monster Manual - Ghoul and generate "random encounter" with 4 ghouls, 2 ghouls, or 1 ghoul with the total of the CR being 20. Necrotic Wave (verbal, instantaneous) - You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 psychic damage, as well as 5d6 necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
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Power Word Kill (verbal, instantaneous) 60 feet range 1 action - You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell does 50 points of necrotic damage. Finger of Death - as the wizard spell. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
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