Base Class: Fighter
Death knights are heralds of darkness and undeath, the energies you wield enable you to cast spells, prolong the life of an ally and create undead minions to serve your will. Death knights pledge themselves to either spreading of the negative energies of the Shadowfell or stopping it. Either way all know that a Death Knight a deadly to cross or a reliable ally to make.
Spellcasting
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Profanities
At 3rd level, when you choose to take on the mantle of Death Knight, you learn a number of profanities equal to 1 + your Charisma modifier (minimum 1), chosen from the list below. When you activate a profanity, a dark colored aura surrounds you imbuing you with the specific profanities bonus. You can use a bonus action to activate or deactivate one profanity. Falling unconscious will deactivate all profanities active. Activating a profanity while you have one already active will automatically deactivate the previous one. At level three you can only benefit from one profanity at a time, two at level 5, three at level 12, and four at level 18, and the profanity effect will stay active until it is deactivated, or on the subsequent failed saving throw. At the end of each of your turns in combat, while you have more than one profanity active, you must pass a DC 15 Constitution Save, or one random profanity will deactivate.
Aura Of The Damned
Any enemy creature within 20 feet must make a constitution saving throw or be at disadvantage on attack rolls made against you
Deathly Glamour
You can add your Charisma modifier to all ability saves
Grave Armor
Gain +2 AC against enemies that are making melee attacks against you
Pale Horse
You summon a ghostly looking horse. You increase your speed by 10 feet.
Soulflay
A creature you choose within 30 feet of you have disadvantage on a single saving throw of your choice.
Soulreaver
The weapon you hold becomes bathed in the essence of your aura . The weapon must be a bound weapon(see below). On a successful melee 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.
Bound Weapon
At 7th level, you learn 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, unless it is held by a greater power. 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. The bonus increases to +2 at 15th level and +3 at 18th level (the bonus adds on to any bonus the item might of already had).
Death's Messenger
At 10th level, you start to 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, 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).You must finish a Long rest before this feature may be used again.
Necrotic Shell
At 15th level, you become able to defend yourself with a shell of necrotic energy. As a bonus action, you cover your body in a layer of shadowy tendrils that negate all damage that you would take until the start of your next turn. Once you use this feature, you can not do so again until you finish a long rest.
Death Incarnate
At 18th level, you have mastered your control over the energy of the lower planes that you become able to transform into an incarnate of death. As an action you turn into a skeletal, shadowy form, making you immune to all forms of damage aside from bludgeoning, piercing, and slashing damage from silvered weapons, fire damage and radiant damage which become resistances instead. While in this form, you also gain a Flying speed of 60 ft, can move into and through the spaces of other creatures, and are able to move through solid objects up to 10 ft thick at half your speed. This transformation lasts for 1 minute or until you revert to your original form as an action. After you use this form you suffer one level of exhaustion and can not be healed ma Once you use this feature, you can't use it again until you finish a long rest.
Comments