Base Class: Fighter
A Death Knight is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that the Death Knight is a force to be reckoned with. To stand in one's way is to look death itself, face to face. While not evil, suitable alignments include NE, CE, CN, LN.
Profane Warrior
3rd-Level Death Knight Feature
When you choose this this martial archetype, you gain Access to special abilities Called Profane Gifts.
Profane Gifts: You learn two profane Gifts of your choice, Which are detailed under "gifts" below. When you activate one of these profane Gifts, billowing smoke, blue or black flames, or another menacing effect emanates from you, imbuing you with that gifts specific bonus. As a bonus action you can activate or deactivate one profane gift. Falling unconscious will deactivate all active profane gift bonus's, and a profane gifts bonus only applies if it has been activated. Activating a gift while you have one gift active will automatically deactivate the previously activated gift.
You learn on additional profane gift of your choice at 7th, 10th, and 15th level. Each time you learn a new Gift you can also replace one gift you previously learned with a different one.
When you reach certain levels in this class you can benefit from multiple gifts bonus's at the same time: 5th level(2), 15th level(3), 18th level(4), and active gifts will remain active until they are deactivated, or on the failure of a specific saving throw. At the end of each of your turns, if you have more than one gift active, you must pass a DC 15 constitution saving throw, on a failure all active gifts are deactivated.
Profane Gift Save Dc = 8 + your proficiency bonus + your strength modifier
Reaper's Bond
3rd-Level Death Knight Feature
You Have learned a ritual that creates a magical, living bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand. In addition, 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 at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You gain a +1 bonus to all attack and damage rolls with your bound weapon.
Additionally when you take the attack action with one of your bound weapons, you can channel a Necrostrike, dealing an additional 1d6 necrotic damage per hit. you can use this feature a number of times equal to your proficiency bonus per long rest.
Gifts
The Profane Gifts are Listed in alphabetical order
Aura of Death
As a bonus action one creature of your choice within 20ft must make a constitution saving throw, on a failure attack rolls by that creature against you are made at disadvantage until the end of your next turn.
Deathly Glamour
You can add your charisma modifier to strength or Constitution saving throws(your choice) while this gift is active.
Grave Armor
Gain a +1 bonus to AC against melee attacks made against you for 1 minute when you activate this gift using your profane warrior feature.
Grim Stride
your Movement speed is increases by 10 feet.
Soul Flay
As a reaction when a creature within 30 feet of you makes a saving throw, you can reduce the result of that saving throw by an amount equal to your strength modifier.
Soul Reaver
Once per turn when you hit with a melee weapon attack using a bonded weapon from your Reapers Bond Feature you deal 1d6 additional necrotic damage.
Terrorize
As a reaction when a creature within 30 feet of you uses its movement to move closer to you, you can have that creature make a wisdom saving throw, on a failure they take necrotic damage equal to your constitution modifier.
Unholy Vigor
At the start of your turn you gain temporary hit points equal to your Constitution modifier.
Siphoning Strike
7th-level Death Knight Feature
You have learned to control the balance of life and death within yourself, using the life energy of those you slay to your benefit. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your constitution modifier bonus.
Shadow Meld
10th-level Death Knight Feature
As a bonus action, when you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You may also take one willing creature within 5ft you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade your grasp. The DC being 8 + your Strength modifier + your proficiency bonus.
Deathless
15th-level Death Knight Feature
You have come to know that even to the strongest of creatures, Death is a inevitability. If you take damage that would reduce you to 0 hit points and doesn't kill you outright, you may make a Constitution saving throw with a DC equal to the damage done. On a success, you drop to 1 hit point instead. You may use this ability once per long rest.
Revenant
18th-level Death Knight Feature
You have fully assumed the mantle of a Death Knight; 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 Fighter level + your constitution modifier (a minimum of 1). A friendly creature must finish a long rest before they can benefit from this feature again.
Previous Versions
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