Base Class: Paladin
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.
Profanities
At level 3, 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 3rd 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.
Etherfloat
You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell.
Siphoning Strikes
At 7th level, you learn to control the balance of life and death within yourself. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier. Your current value is also affected by this. These bonus hit points expire at the end of the battle, and you return to the hit point amount, scaled at a 1 to 1 ratio, of what you had by the end of the battle. For example, if your original max HP was 20, and you gained 10 hit points, but was reduced to 15 (15 out of 30 HP total), then you would result with 10 out of 20 hit point
Shadow Meld
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 Constitution modifier + your proficiency bonus. Additionally, you gain resistance to necrotic damage while you have a profanity active.
Death's Embrace
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 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
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 Starting at level 18, 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.
This is a bit of a mess. So obviously this is just copy pasted from a fighter subclass, but Paladin and Fighter subclasses are balanced quite differently. Paladin subclasses give some utility, but the core of the Paladin's power is in its base features, whereas fighters derive a LOT of their flexibility and damage from their subclass features. When you layer those things over top of each other, they give too much power to a PC, likely leading to some feel bads at the table when the official subclasses don't stack up against this monster. These Profanities feel like they're essentially Warlock Invocations, too, so this is essentially just the best bits from three classes. There's some flavor here that can be drawn out, and probably a lot of this has to go or be re translated into mechanics that work alongside Paladin mechanics.
For Siphoning Strikes, i think what its trying to say is this:
At 7th level, when you reduce an enemy to 0 HP, you gain temp HP to both your current and base HP based on your Charisma mod. At the end of combat, your health percentage with temp HP is converted over to percentage of base HP.
For example: if you have a base hp of 20 and gain 10 temp hp through siphoning strikes, your base hp is counted as 30 for the remainder of combat. If you lose hp at all during combat, regardless of whether or not it depleted your temp hp, the remaining hp is converted into a percentage of your temp base hp (if you ended with 15 of 30, that's converted to 50%). That percentage is used to calculate your current health once combat ends (50% of base 20 HP is 10 HP, so your health is set to 10 of 20 rather than the 15 of 20 it would be when calculated normally since you lost all of the temp current HP as well as 5 from your natural base hp).
May have originally been fighter, considering there's no level 20 crux ability and it says "Fighter levels" in level 18
This is really cool, though a couple things elude me...
Level 7: Siphoning Strikes. Is it speaking in some other language? I can't understand what it means...
Level 18: Revenant. Although it is similar to a Paladin level 20 ability it's a bit low... Wait, why does it say Fighter levels? Was this originally a Fighter subclass?
No, this is homebrew, which by definition is "brewed" by people at home. You can find canon info from official D&D sourcebooks
Nope, actually you'd get all of these abilities on top of the base paladin class
I am new to D&D but on the character sheet when you level up this class you still get paladin abilities. Is this right? I would assume becoming a death knight you would lose Lay on Hands. Any info on this would be great, thanks!
Should there be a channel divinity for this? Or do the profanities replace that? I am just confused because it is still showing on my character sheet but there is not information about it.
Shouldn't Revenant be 20th level ability? Since the final paladin class feature is at 20.
So is this "Canon"?
i guess it means all saving throws except death saves.
Can I get some clarification on Deathly Glamour
You can add your Charisma modifier to all ability saves
Should this be ability checks or saving throws?
There's some typos
Revenant
''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).'' Considering how this is a paladin subclass I assume this should say paladin,not fighter
Soulflay
''A creature you choose within 30 feet of you have disadvantage on a single saving throw of your choice.'' It should say ''...within 30 feet of you has disadvantage..''
Other than that you might also want to add some periods to the end of some descriptions. Half of them have them,other half don't. Makes it look bit messy. Also you might want to make this sublcass at least follow same leveling progression with other paladin subclasses.
No, that's actually not how it works. Whenever you select the options check-box in the builder, then add options, they'll show up on the normal sheet. Nothing here will just magically show up on the sheet builder (or at least nothing should).
Right, but unless subscribed you don't get to see the options.
I’m not trying to use it. The description just doesn’t show options.
Are you subscribed? You have to be to fully use other people's homebrew.
Ultimate fanboy class, took the best of 3 different classes
This offers an interesting playstyle, but I want to point out that temporary hit points, according to the SRD, function as a sort of armor. They get expended before your normal hit points; they aren't just added to them. Thus, if you get 10 temporary hit points on top of your normal HP of 20, and then you take 15 damage, it burns your 10 temporary hit points and the remaining 5 points of damage go to your normal HP, leaving you with 15 HP at the end of it all. Essentially, your temporary hit point functions as a second, separate hit point pool, extricated entirely from your hit point maximum.
If you prefer your current system for Siphoning Strikes, you may want to rephrase the wording to something like, "When you reduce a creature to 0 hit points, your maximum hit point value increases by 1 + your CHA modifier for the duration of the battle. It returns to normal when you exit combat." This would remove any potential difficulty in resolving scenarios on the part of DMs, since the player's class rules wouldn't contradict the core rules of the game.
This is a good translation of the monster into a PC class. However, there are a few minor fixes. First, there are no visible options for Profanities. Second, in the description for Revenant, you say that they gain temporary hit points equal to your Fighter level, but I'm guessing you mean Paladin level?