Base Class: Fighter
Many seek immortality through many means, though few choose to follow the path of the Death Knight. These few have taken their quest beyond the need to help others to become worthy in the eyes of the gods to live forever, using necromatic magic to aid them in their goal.
Dread Strike
Starting at third level you have learned to harness necromatic energy into the strikes of your weapons and when tending to your wounds. Whenever you use your Action Surge you deal an extra 1d6 necrotic damage and whenever you use your Second Wind you may choose to halve the amount you heal to either heal an ally for that amount or deal that much damage to an enemy.
Dark Magic
Your meddling in the dark arts has allowed you to gain some level of spell casting. Starting at third level you can cast the spell cantrip Toll the Dead and once per day you can cast the Witch Bolt spell 2/day. This increases to 3/day at 5th level and 4/day at 10th level. Constitution is your spellcasting ability
Undying Blood
By involving yourself in the dark arts you have found ways to keep yourself alive for longer. Starting at seventh level, whenever you are the target of a healing spell you can half the amount you heal to either heal an ally for that amount or deal necrotic damage to an enemy equal to that amount.
Call to the Dead
Your powers in necromancy have grown allowing you to raise the dead. Starting at 10th level you can call upon the dead to aid you. As an action you can summon 1d6 skeletons or 1d4 zombies that last for 3 rounds before dying or until their hit points reach 0. If summoned out of combat the undead last for 1 hour.
Greater Necromancy
Starting at 15th level your necromatic might has grown exponentially. You may learn 3 spells of your choice from the school of necromancy. These spells must be of 3rd level or lower. You can cast these spells each once per day. Constitution is your spellcasting ability.
Only In Death
You have achieved the power of becoming a death knight. Starting at 18th level, whenever you roll death saves you roll with advantage. In addition, when you roll a natural 20 on a death save you gain a number of hit points equal to 1 hit die rather than 1 health and you become stable. Natural 1s count as one failure for you instead of 2.
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