Death Knight
Death Knight
Death Knight
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.
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.
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.