Base Class: Fighter
Deathknights are wielders of negative energy. Heralds of darkness and undeath, the energies you wield enable you to cast spells and manipulate the energies of life and death at your whim. Deathknights pledge themselves to the research and/or spreading of the negative energies of the Shadowfell.
Spellcasting
Your research and delvings into the energies of the Shadowfell have given you the ability to cast spells from the Warlock spell list.
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.
Bitterblaze
At 3rd level, you become able to drain the heat from a living creature that you hit with a basic attack and use that heat to heal yourself or an ally. On a successful melee weapon attack, as a bonus action, you may deal an extra 2d4 Cold damage if the target is living. You may then restore a number of hit points to a creature within 15 feet of you equal to twice the cold damage dealt by the use of this feature. Both effects of this feature have no effect on Constructs.
The use of this ability counts as a spell cast at 2nd level for the purposes of possible negation, but does not use a spell slot. This means spells like Counterspell and areas of anti-magic cause this ability to fail.
You may use this feature a number of times per day equal to your Proficiency modifier.
Rotting Frost
At 7th level, you become able to infuse your blade with an aura of disease and poison. When you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw against your spell save DC. If the target fails its save, it takes 4d6 poison damage and is poisoned for the next 10 minutes. If it succeeds, it takes half damage and is not poisoned. Once you use this feature, it cannot be used again until you finish a short or long rest.
This feature counts as a 4th level spell for the purposes of negation, but does not consume a spell slot.
Dark Mending
At 10th level, you become able to envelope a creature in a shadowy mist that restores their vitality. As an action, you heal a creature within 30 feet of you for 4d10 hit points. This feature has no effect on Constructs. You may use this feature a number of times per day equal to half your Proficiency modifier rounded down.
This feature counts as a 5th level spell for the purposes of negation, but does not consume a spell slot.
Frost Shell
At 15th level, you become able to defend yourself with a shell of black frost. As a bonus action, you cover your body in a layer of black frost that grants you resistance to all damage until the start of your next turn. Once you use this feature, you can not do so again until you finish a long rest.
This feature counts as a 6th level spell for the purposes of negation, but does not consume a spell slot.
Frost Wraith
At 18th level, you become able to transform into a ghostly version of yourself as an action, and gain the following benefits by doing so:
- You are immune to all damage except nonmagical bludgeoning, piercing, and slashing damage from non-silvered weapons; fire; and radiant damage.
- You gain a flying speed of 50 feet.
- You can freely move through creatures, objects, and walls with no movement penalty. If you revert while within a creature or object, you are shunted to the nearest open space.
This transformation lasts for 1 minute or until you revert to your original form as an action. Once you use this feature, you can't use it again until you finish a long rest.
This feature counts as magical for the purposes of negation by areas of null magic.
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10/28/2020 2:56:56 AM
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Posted Oct 28, 2020I messed it up again somehow. Man I wish that you could just get rid of old versions of subclasses off the submissions because oh boy do I keep messing up.