Base Class: Fighter
Upon taking up the mantle of Death Knight, you gain all the powers and prowess that comes with it, You will learn to become the Death reincarnate.
Profanity Power
3rd-level Death Knight feature
You harbor a wellspring of Profanity energy within yourself. This energy is represented by your Profanity dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various profanity powers you have, which are detailed below.
Some of your powers expend the Profanity Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Profanity Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Profanity Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Profanity Energy dice.
Soul Reaver. The weapon you hold becomes bathed in the dread essence of your aura. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Profanity die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier.
Grave Armor. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Profanity die, roll the die, and reduce the damage taken by the number rolled plus your Charisma modifier (minimum reduction of 1), as you create a momentary shield of dread armor that surrounds the target.
Pale Horse. You expend a Profanity die and summon a Pale Horse that lasts for a number of rounds equal to the number rolled plus your Charisma modifier (minimum of 1 round). While the horse is summoned your speed increases by 10ft.
Profanity Adept
7th-level Death Knight feature
Aura of the Damned. As a reaction you can force an enemy creature within that moves within 30ft of you to make a wisdom saving throw against a DC of 8 + Your Proficiency Bonus + Your Charisma modifier. On a fail the creature becomes frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns. Once you take this reaction, you can’t do so again until you finish a short or long rest, unless you expend a Profanity die to take it again.
Siphoning strikes. When you deal damage to a target with your Soul Reaver attack you can gain temporary hit points equal to the necrotic damage rolled as you sap some of their life force to bolster your own.
Shadow Meld
10th-level Death Knight feature
At 10th level, as an action you may teleport to a point you can see within 60 feet if you and that point are both in darkness. You may also take one other creature with you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade you. DC being 8 + your Charisma + your proficiency bonus. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Profanity die to take it again. Additionally, you gain resistance to necrotic damage.
Death's Embrace
15th-level Death Knight feature
At 15th level you have come to know that even to the strongest, Death is inevitable. If damage reduces you to 0 hit points and doesn't kill you out right, you may make a Charisma saving throw with a DC equal to the damage done. On a success, you can spend a profanity die and get hp back equal to the number rolled x 5.
Revnant
18th-level Death Knight feature
Revnant. At 18th level, you fully assume to the mantle of 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. You can cast the Enervation spell, requiring no components, and your spellcasting ability for the spell is Charisma. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Profanity die to cast it again.
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4/29/2024 4:26:58 PM
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