Base Class: Fighter
Death Knights are the soul-bound undead bodyguards and elite forces of many undead lords. Only creatures that are already undead can become a Death Knight, which happens when a high-level undead enslaves a weaker undead with a strong body. Some are given the freedom to do what they wish until their lord needs them, while others never see the light of day unless they are sent on a mission of some kind. Either way, they cannot turn against their masters and are forced to obey any and all commands, regardless of their willingness.
Touch of Death
At 3rd level, you can channel necrotic energy into your hands. You strike your opponent, dealing 2d8 + STR modifier necrotic damage. They must also succeed on a CON saving throw or fall unconscious for 1 minute. A creature may use their Action to wake up the target when within 5 feet of them on their turn. Save DC is 10 + STR modifier.
Damage increases by 1d8 at 7th level (3d8), 10th level (4d8), 15th level (5d8), and 18th level (6d8). Costs an Action to use.
Authority Over Death
You gain this Feature at 7th level. Due to being an elite undead, you are able to assert your superiority over weaker undead creatures. You are able to control up to 3 undead creatures within 100 feet with a Challenge Rating lower than your Player Level. You can control these undead for 10 minutes or until you choose to release them, though any hostile actions taken against them by you or your companions will automatically release the undead from your control.
The number of undead you can control increase by 1 at 10th level (4 undead), 15th level (5 undead), and 18th level (6 undead). You may use this feature once per day. Costs an Action to use.
Shadow Scythe
A Class Feature given at 10th level. As a Death Knight, you are able to create a scythe-like weapon made of shadows and necrotic energy for 1 minute. While manifested, it takes, it deals 4d8 + STR modifier necrotic damage.
At higher levels, the damage increases to 6d8 at 15th level and 8d8 at 18th level. Can be used 3 + WIS modifier times per short rest. Costs a bonus action to use.
Shadow Step
Gain access to this Class Feature at 15th level. As a Death Knight able to manipulate shadows and necrotic energy, you are able to vanish into a shadow you're standing in and reappear in another shadow nearby. You are able to teleport up to 50 ft away, including into the shadow of a creature within 50 ft of you.
At higher levels, the range increases by 10 ft at 18th level. Can be used 5 times per long rest. Costs an action to use.
Life Drain
Gain access to this Class Feature at 18th level. As a Death Knight, you are able to absorb the life force of creatures you kill. Upon killing a creature, you absorb some of its life force, gaining 15 + CON modifier temporary hit points.
Death Glare
Gain access to this Class Feature at 18th level. As a Death Knight, you are able to influence death itself, targeting a creature to kill. You can choose one creature within sight and force it to make a WIS saving throw. On a failure, it takes 2d20 + WIS modifier necrotic damage, but on a success it takes no damage.
Can be used 1 time per long rest. Costs an action to use. Save DC is 10 + WIS modifier.
Shadow Bolt
Gain access to this Class Feature at 15th level. As a Death Knight, you are able to condense shadow and necrotic energy into your hand, before firing it off as a bolt of power. It has a range of 30 ft and deals 2d10 + WIS modifier necrotic damage.
At higher levels, damage increases to 3d10 at 18th level. Costs an action to use.
Shadow Armor
Gain access to this Class Feature at 10th level. As a Death Knight, you are able to command the shadows to surround yourself, creating a protective layer of armor. Increases AC by 10 for 1 minute.
At higher levels, AC bonus increases to +15 at 15th level and +20 at 17th level. Can be used 3 + WIS modifier times per short rest. Costs a bonus action to use.
Eternal Undeath
You gain this Feature at 7th level. As a Death Knight, you are nearly impossible to kill as you are already dead and stronger than most undead. If you drop to 0 Hit Points and don't die outright, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 Hit Point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Aura of Death
You are able to release your necrotic energy as an aura that allows all creatures within 30 feet to know that death is nearby. When you choose to release this aura, every creature of your choice within 30 feet of you must make a WIS saving throw or be Frightened of you for 1 minute. The Save DC is 10 + STR modifier.
Can be used three times per short rest. Costs a Bonus Action to activate. Range increases by 5 feet at 7th level (35 feet), 10th level (40 feet), 15th level (45 feet), and 18th level (50 feet).
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