Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

At 3rd level, you choose a Dark Order that shapes your combat styles and techniques. Choose the Order of Dark Cavaliers, Order of Unholy Death, or Order of the Ebony Blades. The Order you choose grants you features at 3rd level and again at 5th, 10th, 15th, and 18th level.

Order of Dark Cavaliers

The Order of the Dark Cavaliers use their bound mounts to the greatest effect. You become a dark wind of death upon the battle field, striking fear and dread in to your enemy's

As a member of the Order of Dark Cavaliers you gain access to the following profanities:

Profanities

Etherfloat. Described on the Profanities feature.

Pale Horse. Your necrosteed and friendly mount creatures within 30 feet of you increase their movement speed by 10 feet.

Dark Rider

You can add your proficiency bonus in all checks related to riding your necrosteed, and can mount or dismount your necrosteed without spending an action.

While you are mounted on your necrosteed, your melee attack rolls against any unmounted creature that is smaller than your necrosteed is made with advantage. Also, you can force an attack targeted at your mount to target you instead.

Additionally, if the necrosteed is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage while you are mounting it, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Necrosteed

Starting when you choose this order at 3rd level, you gain the ability to use your bonus action to summon a fierce undead mount called necrosteed, jumping through a portal in a unoccupied space within 5 feet of you.

The creature has an ebony physical appearance with a mane of burning green fire, it has the statistics of a warhorse, though is a undead instead of a beast, and its hit point maximum equals its normal maximum or four times your death knight level, whichever is higher.

In combat, the necrosteed shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. When commanding the necrosteed to attack, you can use your proficiency modifier, instead of his.

You can control this mount even if it hasn't been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. All other rules of mounted combat apply as normal.

Also, while you are mounted, your necrosteed share all your Profanities benefits.

If your necrosteed dies, you can't summon another until you complete a long rest, or until you spend a spell slot of 2nd-level or higher.

Charge Attack

Beginning at 3rd level, as an action, you are able to charge your steed directly at your foe with a movement of 60 feet, dealing 1d6 damage for every 10 feet you traverse on your way to them, up to a maximum of 6d6. The target must succeed a Dexterity saving throw with a DC 8 + your proficiency bonus + your necrosteed Strength modifier. On a successful save, the target takes half damage and does not fall, on a failed save, the target takes full damage and is knocked prone.

Once you use this feature, you can't do it again until you complete a long rest.

Coordinated Attack

Beginning at 5th level, you and your necrosteed are an overwhelming force of combat. When you take the Attack action on your turn, if your necrosteed can see or hear you, it can use its reaction to make a melee weapon attack.

Ebony Instincts

Upon reaching 10th level, your mount has become just as much of a force on the battlefield as you have. You have advantage on initiative rolls when riding your necrosteed.

In addition, while mounted, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Towering Presence

Starting at 15th level, the sight of you on top of your mount is all that is needed to send creatures fleeing. let your steed stand and raise your weapon high to terrify the worthless vermin before you. Each creature of your choice that is within 60 feet of you and aware of you must succeed a Wisdom saving throw against your spell save DC or become frightened for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Towering Presence for the next 24 hours

You must finish a long rest before you can use this feature again.

Dark Cavalier

At 18th level, you have achieved the most elite status of the dark cavalier, and the power to summon a flying terror as your necrosteed. When you use your Necrosteed feature, you can chose to summon one of the following mounts: a nightmare or a manticore.

Order of Unholy Death

Death knights of the Unholy Death devote more of their energies into developing the exotic powers of Death. They can use their enhanced abilities to innately learn magical spells as well as gain special benefits for following the path the follow. These death knights focus on a deeper understanding of Necromancy and magic.

Profanities

(You can use one of these plus the one you already had) As a member of the Order of Unholy Death you gain access to the following profanities:

Unholy Vigor. Described on the Profanities feature.

Soulreaver. Expend a spell slot to give an extra 1d8 to attack rolls and damage rolls, and you also get + 6 on attack and damage rolls against all creatures undead.

Magic Knowledge

When you choose this order at 3rd level, you learn the chill touch cantrip, if you don't already have it.

In addition, you can prepare abjuration spells from the cleric spell list.

Bound Servant

Starting at 3rd level, you learn how to bound both living creatures and dead souls to your service. When you finish a short or a long rest, you can spend one spell slot and perform a 1-hour ritual to creature your servant.

This ritual requires a body or remains of a creature of small or medium size, dead a no more than 1 month. When you finish the ritual, you raise a servant, that has the game statistics of a skeleton or a zombie, depending on the state of the body, but has a number of hit points equal your level x 5 and a intelligence score of 6.

You can also bind a living humanoid creature into servitude. A unwillingly creature must be unconscious during the ritual and have the CR lower than 1/4 of your level. It must make a Wisdom saving throw against your spell save DC, and, on a failed save, it is raised as a servant.

If the creature was found as mere bones, then it will take on an appearance such that a black mist will surround its floating bones as a blueish white hue glows everlasting within its center. If the creature was bound while having mostly flesh, then there would be no black aura and instead have a blue hue shining from the body's crevices such as eyes and mouth.

The servant is under your control for 24 hours, after which it stop obeying your commands and become hostile towards you. You can maintain control over your servant by spending 1 spell slot. You can only have one servant under your control at the same time. If you try to bind another, the first one becomes hostile towards you.

As an action, you may summon your servant and cause it to appear within 10 feet of you, or banish your servant at any range. As a bonus action, you may telepathically command your servant to perform a specific action; it otherwise acts as intelligently as it can.

In combat, your servant acts its own initiative but under your control. You can also forgo your action to command the servant to take an action instead.

The number spell slots that you can use to create your servants increase to 2 at 18th level. If the spell create 2 servants, two bodies must be present when you complete the ritual and spend the spell slot. The type of servant created changes, as you gain more powerful spell slots:

2nd-level spell slot: Two skeletons or zombies

3rd-level spell slot: One shadow

4th-level spell slot: Two shadow. One specter or ghoul.

5th-level spell slot: Two specter or ghoul. one will-o'-wisp or ghast

Rune Magic

Beginning at 5th level, you learn the art of rune magic. Drawing on the necrotic energy of your rune weapon, you can recover a number of spell slots levels equal to the number of runes you have. For example, with four runes, you can recover four 1st-level spell slots, two 2nd-level spell slots or any other combination resulting in four slots.

Once you use this feature, you can't use it again until you complete a long rest.

In addition, when you reduce a creature to 0 hit points, you can spend a spell slot immediately to raise it as your servant.

Death's Sight

At 10th level, the overflowing necrotic energy within you attunes you to the energies of life and death, helping you sense creatures you can’t see. When you attack a non-visible creature, your inability to see it does not impose disadvantage on your attack rolls against it.

You can also sense of the location of any invisible or hidden creature within 30 feet of you, provided that the creature isn’t magically hidden from you. This sense don't detect constructs.

In addition, you also gain immunity to being frightened.

Wraithshift

At 15th level, your appearance is cloaked in a shadowy haze, resembling a wraith. While in dim light or darkness you have the ability to float, gaining a fly speed of 60 feet. When in this shadowy form, you also have advantage on your Dexterity (Stealth) checks.

Master of the Chain

At 18th level, you can bind a creature instantly into servitude. When a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction and force that creature to make a Wisdom saving throw against your spell save DC.

This creature return from the death with all of its hit points, and it is considered under the effect of a dominate monster spell, lasting for 10 minutes. Once the times past, the creature dies and you cannot use this feature again until you complete a long rest.

Order of The Ebony Blades

Death Knights of the Ebony Blades use their knowledge of the dark arts to supplement their physical and mental capabilities, allowing them to perform superhuman feats. With their expertise in martial training, they are recognized among the most effective dealers of death. Hordes upon hordes will charge the death knight only to fall to his blade, one by one.


As a member of the Order of the Ebony Blades you gain access to the following profanities:
Profanities

Terrorize. You gain an advantage on all Charisma (Intimidation) checks.

Frightening Presence. When you use an effect that causes a creature within 60 feet to be frightened, the save DC for that effect increases in 2.

Necro Wind

At 3rd level, on your turn, you can use a bonus action to regain a number of hit points equal to 1d8 + your Constitution modifier + your death knight level.

In addition, when you use this feature, you regain one spell slot of your 1st-level. This spell slot goes away if not used within 10 minutes. The level of the spell slot recovered increases to 2nd-level when you reach the 18th level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Overwhelming Strength

At 3rd level, your training bequeaths the ability to use your armor to deflect attacks that would kill other people. While wearing medium or heavy armor, you can use your reaction to reduce 1d10 + your Charisma modifier damage from any attack targeted against you.

In addition, your necrotic aura empowers your body. You can use your Charisma modifier as a bonus to all your Strength checks.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Relentless Fortitude

Starting at 10th level, you gain advantage on a saving throw of your choice. Once you use this feature, you must finish a long rest before you can use it again.

In addition, you become immune to the frightened condition.

Unholy Weapon Flourish

Starting at 10th level, you may channel your necrotic energy through your rune weapon. When making an attack with your rune weapon, you may add your twice your proficiency bonus to the attack roll.

You can use this feature three times, being unable to do it again until you complete a long rest.

Certainty Of Death

Starting at 15th level, your training within the order has granted you the capabilities of landing killing blows known not to mortals. Your weapon attacks made with your rune weapon score a critical hit on a roll of 19 to 20.

In addition you can roll one additional weapon damage die when determining the extra damage for a critical hit with your rune weapon.

Obliterate

Starting at 18th level, you can expend a spell slot of 2nd-level or higher spell slot to fill your weapon with necrotic energy, in conjunction with an attack action. Until the end of your turn, any successful attack with your Rune Weapon will deal an additional 2d8 necrotic damage. When you expend a spell slot of 3rd-level or higher, the damage increases by 1d8 for each slot level above 2nd-level.

Available For:

Tsumommy

Comments

Posts Quoted:
Reply
Clear All Quotes