Base Class: Paladin
Death Knights are champions of the Order of Death. These dark paladins have mastery of their own undead nature and wield it as a weapon. These unholy warriors do not fear the dead or living for they have freed themselves of both. As with all paladins, they do believe in order; though they command it through fear and subjugation.
Channel Divinity
Vow of Pestilence: As an action, you can utter a vow of pestilence that imbues your attacks with withering might. For the first creature you hit on each of your turns with a weapon attack you add half your paladin level (rounded down) + your charisma modifier in damage. The extra damage is necrotic. This effect lasts for one minute. You cant use this feature again until you finish a short or long rest.
Grave Touched: You can use your Channel Divinity to tread the line between life and death. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken beyond zero). On a success, you instead drop to a number of hit points equal to half your paladin level (rounded down). You can't use this feature again until you finish a short or long rest.
Oath Spells
You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.
Oath of Devotion Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Decay
Starting at 7th level, you can curse the soul of one humanoid killed within 15 feet of you, temporarily binding it to your service. You cause the spirit to rise in the form of a specter. When it appears, it gains temporary hit points equal to half your paladin level rounded down. Roll initiative for the specter, which has its own turns. It obeys your verbal commands and it gains bonus to its attack rolls equal to your Charisma modifier.
At 18th level, your potency and command increases, you may retain up to 2 specters.
A specter remains in your service until the end of your next long rest at which point it vanishes.
Reaper's Shroud
Beginning at 15th level, You now gain darkvision up to 60ft. If you already have darkvision its range is increased to 120ft. Additionally, you gain the ability to see up to 30ft through solid surfaces a number of times equal to your wisdom modifier (minimum 1) per long/short rest; this ghostly sight lasts for 1 minute.
Hellfire Orb
At level 20: Once per long rest, as an action, you can cast Hellfire Orb. Range: 120ft. 30ft Radius sphere centered on a point within range. Any creatures within that sphere must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 10d10 fire and 10d10 necrotic on a failed save, or half as much on a successful one.
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