Base Class: Paladin
One a warrior for peace, order, and faith. Corrupted by the forces they sought to destroy. Now free, Will the death knight return to his teachings as a paladin? Or will they continue on their path of dark calling?
Bound Weapon
A paladin who has taken the path of a Death knight gains the ability to create a living bond between themselves and their weapons. They perform a ritual over the course of 4 hours. The weapon must be within reach throughout the ritual, at the conclusion a bond is forged. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated in which the bond is broken.
You can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand. In addition, as a bonus action, you may also absorb its physical form within your very being, which may act as an effective storage place. You can have up to two bonded weapons but can summon only one per bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Dark Calling
At 3rd level A death knight has been cast out by their god. They have devoted themselves to the Ideal of bringing death to the unworthy.
You can learn as many profanities as 1 + your Proficiency Bonus. And can activate profanities as many as 1+ Your CHA Modifier. All expended charges are regained after a long rest.
(pick 3 at level 3, one at level 5,9,13, and 17.)
The Profanities you learn are:
Aura Of The Damned
All creatures within 10 ft of you take 1d6 + paladin Level necrotic damage every time you end your turn. This feature lasts for 1 minutes or until you end it.
Dark Command
You can activate this profanity as a reaction when an enemy attacks an ally within 10ft of you. When you do so you impose disadvantage on the attack.
Armor of the Grave
Gain +2 AC against enemies that are making melee attacks against you
.
Magic Shell
For up to 1 minute, you become resistant to one magical damage type of your choice.
Chains of Ice
As an action creature you choose within 30 feet of you makes a Dexterity saving throw. On a failed save the target's movement speed is reduced to 0 and takes 2d6 cold damage. The target is unaffected on a successful roll.
Death and Decay
The weapon(s) you hold becomes bathed in the essence of your aura. The weapon must be a bound weapon. On a successful attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10.
Terrorize
If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Strength modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.
Path of Frost
Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.
Delirium
When you use this feature, One creature of your choice must succeed on a wisdom saving throw or become frightened of you. This effect ends when the creature takes damage or until they break line of sight with you.
Armor of the Grave
Gain +2 AC against enemies that are making melee attacks against you.
Aura Of The Damned
All creatures within 10 ft of you take 1d6 + paladin Level necrotic damage every time you end your turn. This feature lasts for 1 minutes or until you end it.
Chains of Ice
As an action creature you choose within 30 feet of you makes a Dexterity saving throw. On a failed save the target's movement speed is reduced to 0 and takes 2d6 cold damage. The target is unaffected on a successful roll.
Dark Command
You can activate this profanity as a reaction when an enemy attacks an ally within 10ft of you. When you do so you impose disadvantage on the attack.
Death and Decay
The weapon(s) you hold becomes bathed in the essence of your aura. The weapon must be a bound weapon. On a successful attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10.
Delirium
When you use this feature, One creature of your choice must succeed on a wisdom saving throw or become frightened of you. This effect ends when the creature takes damage or until they break line of sight with you.
Magic Shell
For up to 1 minute, you become resistant to one magical damage type of your choice.
Path of Frost
Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.
Terrorize
If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Strength modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.
Grasp of Death
Deaths Knights Learn to Imbue creatures who have recently died with their dark powers. Death Knights at level 7 are able to cast revivify
Death's Grace
At 15th level, you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead, and gain temporary hit points equal to your your constitution modifier (a minimum of 1).You must finish a Long rest before this feature may be used again.
Mantle Of the Death Knight
At 20th level your Mastery of the death domain strikes fear into those who come before you. As an action you can harness the fear of others and use that against them.
When you use this feature, for one minute:
* The next time you make the attack action on your turn you can use your bonus action to do an additional 5d10 necrotic damage.
* For one minute you have resistance to all damage.
* For one minute your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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