Base Class: Fighter
The Corpse Knight is a shadowy alternative to the wizard-trained Eldritch Knight. Tutored by necromancers both reputable and sinister, Corpse Knights combine the martial prowess of the fighter with a small specialization in the necromancy and conjuration schools of magic. Corpse Knights are often employed as powerful bodyguards, servants, or assistants to renowned necromancers. They are particularly sought after for their ability to discreetly store and transport a small number of corpses using a fusion of necromancy and conjuration magic bound by the fighter's constitution. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rulesfor the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Corpse Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the necromancy and conjuration spells on the wizard spell list.
The Spells Known column of the Corpse Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Corpse Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Corpse Bond
Beginning when you choose this archetype at 3rd level, you gain the ability to collect the corpses of the dead. You gain access to a small extraplanar space where you may store and dispense corpses for your own bidding. As a free object interaction once per turn, you may touch a corpse of a dead creature and cause it to instantly teleport into your extraplanar holding space. While in this space, the body does not decay, and it is as if it were under the effects of the Gentle Repose spell. Alternatively, as a free object interaction once per turn, you may recall a corpse from your holding space, causing it to instantly teleport into a space adjacent to you.
You may store a number of corpses in this way equal to your spellcasting modifier (INT).
Corpse Fuel
Beginning at 7th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action by consuming the residual energy of a corpse stored in your extraplanar storage area.
Once you consume the energy of a corpse in this way, it is destroyed as if disintegrated and disappears from your storage space. If this feature is used to empower a spell from the necromancy school of magic, there is a 50% chance that the corpse is not consumed.
Necrocannon
At 10th level, you learn how to diminish your foe’s resolve to weather your spells by attacking them with a corpse. Using an action to remove a corpse from your extraplanar space, you may now launch the corpse at a target within 30ft. Make a ranged spell attack against the target. If within 5ft, you may use a melee spell attack instead. The body flies at the creature and if it hits, deal 1d10+INT necrotic damage, and that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Animating Surge
Starting at 15th level, whenever you use your Action Surge, you may now cast the spell Animate Dead at the lowest level as a free action without consuming a spell slot. Minions raised in this way are animated for only one hour as opposed to the normal 24 hours, and you may not use this feature to reassert control over other creatures raised with the normal version of this spell.
Improved Corpse Fuel
Beginning at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action by consuming the residual energy of a corpse stored in your extraplanar storage area. Alternatively, you may now consume corpses to regain an expended spell slot level equal to the number of corpses consumed.
Once you consume the energy of a corpse in this way, it is destroyed as if disintegrated and disappears from your storage space. If this feature is used to empower a spell from the necromancy school of magic, there is a 50% chance that the corpse is not consumed.
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