Paladin
Base Class: Paladin

When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets.

Eldritch Power. The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts. When you raise undead they will be under your control until their death.

Undead Nature. A death knight doesn’t require air, food, drink, or sleep.

Death Kights Mantel

You have died and been reborn, a paladin that was cursed, broke your oath without seeking redemption or were just very evil. Becuase you died as a powerful paladin you gain immunity to posioned, disease, and exghustion conditions. Immunity to necrotic and poison. Dark vision out to 120ft. or increased by 120ft. and you learn Abyssal.

Necrotic damage heals you.

When you use Parry you add +3 AC against a melee attack made on you. This only works for that attack.

You have a chosen weapon that is your soul weapon, it binds your soul to the mortal world. This weapon deals a extra 4d6 necrotic damage as it burns the targets with the power of death. If you should lose it, you become driven to take it back. A creature that takes up your sword is flooded with dread. If your weapon should even be destroyed you can remake it with a touch and thought. Should you find redemption or repent you may be brought back to life or sent to death and a final rest. 

Channel Dark Magic

A Death Knight paladin of 3rd level or higher gains the following two Channel Dark Magic options.

Undead Domination - As an action, you can target one undead within 30 ft. to force a WIS saving throw (DC {{savedc:cha}}). On failure, the target must obey your commands until they die. An undead with a CR equal to or greater than {{classlevel#unsigned}} is immune.
Hellfire Orb - The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 2d6 fire damage and 2d6 necrotic damage on a failed save, or half as much damage on a successful one. This scales at higher levels.

Aura of Damination

Starting at 7th level, the Death Knight, as well any allies within 10 feet of the Death Knight, gains a bonus to melee weapon damage rolls equal to the Death Knight’s Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Death Knights Order

At 15th level, the Death Knight gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The Death Knight also gains advantage on spell saving throws and add a +2 modifier to your melee attacks.

Lord of Death

At 20th level, the Death Knight can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the Death Knight to dim light. Whenever an enemy that starts its turn or enters the aura, it takes 4d10 psychic damage. Additionally, the Death Knight and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

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