Death Knight

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 3
At a glance
Powered by AI
Death Knights are fallen paladins who wield both necromantic and holy powers to destroy the undead. Their main goals are to protect the dead and ensure proper passage to the afterlife while stopping those who would corrupt or desecrate the dead.

The three allegiances of a Death Knight are to Death over Life, to revere Death over undeath, and to honor their word for all eternity.

At 3rd level, a Death Knight gains the Channel Divinity options of Unholy Strike and Rebuke the Undead. They can also prevent corpses from being raised with their Lay on Hands.

Death Knights are fallen dead paladins who are offered to atone for their sins by returning from

the
afterlife to destroy undead. They wield both the nefarious powers of death and the holy of their deity.

Death’s Pact: The first Allegiance is to Death, not Life. The Death Knight is
expected to protect the secrets of the Death Knights and their origins. When able the Death Knight is
obligated to protect sites where the dead are laid to rest from desecration .The Death Knight must
ensure that all slain allies and enemies receive proper rites for their passage to the afterlife.

The second Allegiance is to revere Death, not undeath.


The undead try to cheat the natural circle of life, and the Death Knight must use every available means
to stop them and restore natural order. The Death Knight is expected to treat spirits of the dead with
respect above all else. If the undead are rampaging, he is to take command or quell them regardless of
personal vendetta or mood. Refusal to honor the spirit, or to use magic that traps or otherwise damages
the soul to any degree is a slight against death.
The Third Allegiance is to honor for all of Eternity. In
this, his word is his bond, once sworn he shall uphold it so long as his trust is not broken, even against
his convenience. His word is to stand until his own death. Death Knights are expected to repay kindness
with kindness and slights with retribution. When you take this oath at 3 rd level, you gain the following
two Channel Divinity options. Unholy Strike: You can use your Channel Divinity to strike with
unholy power of death. When you make an attack roll, you can use your channel Divinity to infuse your
weapon attack with dark power dealing 4d8 necrotic damage and healing you for half the necrotic
damage you dealt. Rebuke the Undead: As an action, you present your holy symbol
and speak a prayer taking control of undead, using your Channel Divinity. A single Undead that can see
or hear you within 30 feet of you must make a wisdom saving throw DC 14. If the creature fails its saving
throw, it is controlled by you for 24 hours or unless it dies before then. You can only use this on undead
that have challenge rating equal to half your paladin level rounded down.
Also, your Lay on Hands has another ability now. You can spend 5 of
your Lay on Hands pool to make it impossible to raise a corpse to touch(action). Its immune to spells
from revivify to resurrection. A remove curse spell or dispel magic spell can remove this. Alternatively, a
true resurrection or wish spell can overcome this directly.
Also, your Divine Smite can cause necrotic rather than
radiant damage, your choice on attack. Sense the Lost: When you are in the presence of people
who have lived through severe loss, they start to show signs to the practiced eye and idea of what
happened. As an action, you can open your awareness to detect such signs. Until the end of your next
turn, you can sense if a person within 60ft, has suffered any tragedy, you will know if the loss was
intentional or accidental and what was lost; however, you won’t how. Within the same radius, you also
detect the presence of any place or object that has been used or have a connection to the act.
You can use this feature a number of times
equal to 1+ your Charisma modifier. You gain all expended uses after a long rest.
Aura of Defiant Life:
Beginning at 7th level, death
magic lies so heavily upon you that it forms an unholy ward. You and friendly creatures within 10 feet of
you have resistance to necrotic and radiant damage and advantage on death saving throws. At 18 th level,
the range of this aura increases to 30 feet. Undying Sentinel:
Starting at 15th level, when you
are reduced to 0 hit points and you are not killed outright, you can choose to drop to 1 hit point instead.
Once you use this ability you cant use it again until you finish a long rest. Additionally, you suffer none of
the drawbacks of old age, and you cant be aged magically.

Undead Champion:
At 20th level, you can assume the form of an ancient force of undeath, taking on an appearance
you choose. For example, your skin might turn grey or take on a translucent and ghostly texture, your
hair might become white or thin, or you might sprout fangs or a mane of blue cold fire. Using your
action, you undergo a transformation. For 1 minute, you gain the following benefits. At the start of
each of your turns, you regain 10 hit points. Whenever you cast a paladin spell that has a casting
time of 1 action, you can cast using it a bonus action instead. Enemy creatures within 10 feet of you
have disadvantage on saving throws against your paladin spell and Channel Divinity options.

Oath spells of Death:


Energy Leeching, Sacred Armor
3rd hellish rebuke, Death Coil
5th Bone Shield, Darkness
9th Foreign Death, Bestow Curse
13th Banishment, Death Ward
17th Antilife shell, Hallow

Energy Leeching:
As a bonus
action, you channel your undead powers into a single melee weapon you are wielding and speak a quick
word of foulness. For 1 minute, whenever you hit a creature with the empowered weapon you gain
temporary hit points equal to your charisma modifier + your paladin level. If you are at less than half
your maximum hit points (rounded up), you are healed than gaining temporary hit points and gaining
any excess hit points as temporary. You can use this a number of times equal to 1 + your charisma
modifier. Sacred Armor:
As an
action you can imbue one armor or shield you are holding or wearing with positive energy. For 1 minute,
you add your charisma to AC of that armor or shield. The armor or shield also emits bright light in a 20
feet radius and dim light 20 feet beyond that. If the armor or shield is not already magical, it
becomes magical for the duration. You can use this a number of times equal to 1 + your charisma
modifier.
You can end this effect on your turn as part of any other action. If you are no longer holding or
carrying this armor or shield, or if you fall unconscious, this effect ends.
Death Coil:
1st level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V,S,M( a bit of rotted flesh)
Duration: Instantaneous
A blast of unholy energy streaks toward
a creature in range. Make a ranged spell attack against the target. On a hit, it takes 3d8 necrotic
damage, the damage is increased to 4d8 when it hits a fiend or undead. When you canst this spell using
a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot above 1 st.
Bone Shield:
2nd level
necromancy Casting
Time: Bonus Action Range:
Self or you can touch an ally with it ( but you have to concentrate on this spell, its only concentration
when you cast it to an ally).
Components: V,S,M( a few shards of bone)
Duration: 2 minutes
You create six bones that spin around you. As long as at least one bone remains,
you have resistance against slashing bludgeoning, and piercing damage. Whenever an attack that deals
one of those types of damage hits you, one bone is destroyed.

You might also like