Death Knight: For D&D 5th Edition

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Death Knight

For D&D 5th Edition

By Joshua Eskin

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Joshua Eskin and published under the Community Content
Agreement for Dungeon Masters Guild.
Death Knight

A
Death Knight is someone who has dedicated Fighting Style
themselves to a facet of death. Able to draw on
essence originating from beyond the grave, a At 1st level, you adopt a style of fighting as your specialty.
Death Knight imbues their weapon with this Choose one of the following options. You can’t take a fighting
essence and uses it to channel the power of style more than once, even if you later get to choose again.
death. The aspects of death under the knight's
control include vampirism, darkness, and Archery
plague. You gain a +2 bonus to attack rolls you make with ranged
weapons.
Creating a Death Knight Defense
When creating your Death Knight, consider your relationship While you are wearing armor, you gain a +1 bonus to AC.
with death. Do you gain your power directly from death, or do
you gain it from an intermediary such as a God of death or a Dueling
powerful undead being. 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.
Class Features
As a Death Knight you gain the following class features: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
Hit Points make with a melee weapon that you are wielding with two
Hit Dice: 1d10 per Death Knight Level hands, you can reroll the die and must use the new roll. The
Hit points at 1st level: 10 + your Constitution modifier weapon must have the two-handed or versatile property for
Hit points at higher levels: 1d10 (or 6) + your Constitution you to gain this benefit.
modifier per Death Knight level after first.
Puglist
Proficiencies When you are using an unarmed strike, you deal 1d6 damage
Armor: All armor, shields instead of the normal damage for an unarmed strike. Starting
Weapons: Simple and martial weapons at 6th level, your unarmed strikes count as magical for the
Tools: none purpose of overcoming resistance and immunity to
Saving Throws: Strength, Wisdom nonmagical attacks and damage.
Skills: Choose two from Athletics, Arcana, Deception,
Insight, Intimidation, Perception, Religion, and Survival. Two Weapon Fighting
Multi-class: Light armor, Medium armor and shields; Simple When you engage in two-weapon fighting, you can add your
and Martial weapons; Death Knights require a score of 13 ability modifier to the damage of the second attack.
Strength and 13 Wisdom.
Equipment (or 5d4 x 10 gold) Essence
You start with the following equipment, in addition to the You have 4 Essence, and you gain additional Essence as
equipment granted by your background: indicated in the Class Table. You can use Essence to perform
Essence Strikes and to fuel the use of additional class
(a) chain mail or (b) leather, longbow, and 20 arrows features. You recover all expended Essence when you finish a
(a) martial weapon and a shield or (b) two martial short or long rest.
weapons
(a) light crossbow and 20 bolts or (b) two handaxes Essence Weapon
(a) dungeoneer's pack or (b) an explorer's pack
At 2nd level, you can draw on the dread magic of the grave to
Essence Save DC infuse your weapon with the ability to channel the power of
The saving throw DC is equal to 8 + your proficiency bonus + death. You must spend one hour binding your weapon, which
your Wisdom modifier. may be completed during a short rest. You may bind up to
two weapons, and you may summon one or both Essence
Shadow Spike Weapons to hand as a bonus action if the weapon is within
As an action, a target within 60 feet makes a Dexterity saving 100 feet. If the weapon has the thrown property, immediately
throw versus your Essence Save DC. On a failed save, the after making a ranged attack, the weapon returns to your
target takes 1d8 necrotic damage. Targets have disadvantage hand. If you bind a third weapon, you must choose one of
on this saving throw if they are in darkness. This damage your previous two weapons from which to remove the infused
increases by 1d8 when you reach 5th level (2d8), 11th level essence.
(3d8), and 17th level (4d8).

2
The Death Knight
Level Proficiency Bonus Features Essence
1st +2 Shadow Spike, Fighting Style -
2nd +2 Essence, Essence Weapon, Essence Strike 4
3rd +2 Grim Oath, Undead Constitution 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 6
6th +3 Shadow Grasp, Dreadful Visage 6
7th +3 Oath Feature 6
8th +3 Ability Score Improvement 6
9th +4 Relentless Advance, Speak with Dead 6
10th +4 Obliterate 6
11th +4 Oath Feature 8
12th +4 Ability Score Improvement 8
13th +5 Sanguine Shield 8
14th +5 Slaughterhouse 8
15th +5 Oath Feature 8
16th +5 Ability Score Improvement 8
17th +6 Death's Endurance 10
18th +6 Aura Range Increase 10
19th +6 Ability Score Improvement 10
20th +6 Oath Feature 12

Essence Strike Vampiric Strike


You drain the life force of those you hit. When you use
Beginning at 2nd level, when you hit an enemy with a weapon Vampiric Strike, you heal for half the damage dealt (rounded
attack using your Essence Weapon or an unarmed strike, you down). At 5th level, you may add your Constitution modifier to
may expend one Essence to add one additional effect to the the amount healed, twice your Constitution modifier at 11th
attack, as listed below. level, and three times your Constitution modifier at 17th level.
Plague Strike Grim Oath
When you use Plague Strike, you deal 1d6 additional
necrotic damage and afflict the target with Necrotizing You may choose the Sanguine Oath, Umbral Oath, or
Plague for 1 minute. At the beginning of its turn while Plagued Oath, detailed at the end of this class description.
afflicted with Necrotizing Plague, the target must make a Your choice grants you features at 3rd level and again at 7th,
Constitution saving throw versus your Essence Save DC. On 15th, and 20th level
a failed save, the target takes 1d6 necrotic damage. On a
successful save, Necrotizing Plague ends. This is a disease Undead Constitution
effect. A creature can only be affected by one instance of your At 3rd level, you have resistance to poison damage and have
Necrotizing Plague. The damage taken on a failed save advantage on saves versus diseases and poison.
increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6)
level. Ability Score Improvement
Umbral Touch When you reach 4th level, and again at 8th, 12th, 16th, and
You attack and bind your foes with shadows. When you use 19th level, you can increase one ability score of your choice
Umbral Touch, you deal 1d6 extra Necrotic damage and by 2, or you can increase two ability scores of your choice by
reduce their speed by 10 until the start of your next turn. The 1. As normal, you can’t increase an ability score above 20
damage increases by 1d6 at 5th (2d6), 11th (3d6), and 17th using this feature.
(4d6) level.

3
Extra Attack victim of a critical hit, you may use your reaction to turn it
into a normal hit. You may use this feature a number of times
Beginning at 5th level, you can attack twice, instead of once, equal to your wisdom modifier, and regain spent uses upon
whenever you take the Attack action on your turn. completing a long rest.
Shadow Grasp Aura Range Increase
At 6th level, you gain the ability to move creatures using their At 18th level, the range of your aura increases to 30 feet.
own shadow. As an action, you may spend 2 Essence to cause
a target within 60 feet of you that you can see to make a
Strength saving throw versus your Essence Save DC. On a Grim Oaths
failed save, the target is pulled up to 30 feet directly towards Sanguine Oath
you. On a successful save, the target does not move. If the
target is pulled within melee range of you, you may make one A Death Knight swearing the Sanguine Oath is often also
weapon attack against it as a bonus action. called a Blood Knight and begins to take on some vampiric
qualities. They specialize in manipulating blood, to their
Dreadful Visage benefit and their foe's detriment.
Upon reaching 6th level, your connection to Death allows you Blood Presence
to temporarily exude the presence of Death to terrify those At 3rd level when you take this Oath, you can use your
around you. You have advantage on Charisma (Intimidation) enemy's blood to fortify your body. When you use Vampiric
checks. Strike, reduce all bludgeoning, piercing, and slashing damage
taken by your Constitution modifier (minimum 1) until the
Relentless Advance start of your next turn. Additionally, when you use Vampiric
At 9th level, you become as relentless as Death itself. Your Strike may spend a hit die. If you do, instead of regaining hit
speed increases by 10 feet and non-magical difficult terrain points from spending a hit die, Vampiric Strike heals you for
does not reduce your speed. all of the damage dealt instead of half and you reduce all
damage taken instead of only bludgeoning, piercing, and
Speak with Dead slashing damage.
By 9th level, your knowledge of the inner workings of Death Aura of Blood Absorption
allows you to communicate with the dead. You may spend 2 At 7th level, you gain a 10-foot aura that attracts the life force
Essence to cast the spell Speak with Dead without expending of the recently fallen. When a creature within your aura is
any material components. reduced to 0 hit points, you regain one hit die. You may not
exceed your maximum number of hit dice. At 18th level, the
Obliterate range of your aura increases to 30 feet.
At 10th level, when you hit with a weapon attack, you may
turn it into a critical hit. You regain the use of this ability after Vital Strike
a short or long rest. At 11th level, you learn hone in on a target's heart beat or
other vital location to increase the accuracy of your strike. As
Sanguine Shield a bonus action, you may make an attack with your Essence
Weapon or an unarmed strike with advantage. You may not
At 13th level, you coat yourself in a defensive layer of blood to apply an Essence Strike to Vital Strike. If you are dual
protect yourself against offensive magic. As a reaction when a wielding, you make this attack using the off-hand weapon,
spell is cast that targets you or an area you are in, you may and deal additional damage equal to the damage die of your
spend 3 Essence to create a barrier around yourself until the main hand weapon. At 17th level, instead of dealing
beginning of your next turn. While protected, when you additional damage while dual wielding, you deal damage with
successfully save against a spell you take no damage and both weapons.
suffer no additional effects from the spell and take only half
damage on a failed save. Improved Vampiric Strike
At 15th level, when you use Vampiric Strike, you may spend 1
Slaughterhouse additional Essence. If you do so, you gain temporary hit
At 14th level, you may use Obliterate additional times by points equal to the amount healed by Vampiric Strike.
spending a number of Essence equal to the previous number Domain of Blood
of times Obliterate has been used before resting. (Ex. It costs At 20th level, as a bonus action you create a domain made of
0 Essence the first time it is used, 1 Essence for the second, 2 blood for 1 minute that protects you with curtains of blood
Essence for the third, and resets to 0 after a short rest) and drains the life force of fallen enemies. For the duration,
attack rolls against you have disadvantage, you have
Death’s Endurance resistance to all damage except psychic, and whenever a
By 17th level, your connection to Death empowers you, giving creature drops to 0 hit points while within 30 feet of you, you
you the ability to trudge onward when others would fall. You regain 1d10 + Constitution modifier (minimum 1) hit points.
are immune to Exhaustion. Additionally, when you are the You regain the use of Domain of Blood after a long rest.

4
Umbral Oath Plagued Oath
Those who swear the Umbral Oath have generally accepted The Death Knights who swear this Oath have learned to use
their fate as an outcast, and embrace the darkness of Death. life to cause death. Empowered by the cycle of Life and
They take the dark power of the grave and channel it into Death, they embrace the power of disease and use it against
their attacks to slow and decimate their foes and to ultimately their enemies.
become shadow.
Virulent Plague
Twilight Diffusion At 3rd level when you take this Oath, enemies become more
At 3rd level when you take this Oath, darkness shrouds your susceptible to your Necrotizing Plague. The first save made
form. You gain resistance to Necrotic damage. Additionally, against each instance of Necrotizing Plague is made with
when you use Umbral Touch, you may apply Umbral Touch to disadvantage. At 11th level, Necrotizing Plague becomes
one additional creature within 10 feet of the initial target infused with the very concept of Plague and can affect
without spending an additional Essence. At 11th level you creatures with immunity to disease. Creatures with immunity
may target a second additional creature. to disease have advantage on saves against Necrotizing
Plague.
Shadow Aura
At 7th level, you gain a 10-foot aura of living shadow. Enemies Aura of Lethargy
that you can see that enter the Aura or start their turn within At 7th level, you gain a 10-foot aura that projects a feeling of
its area take Necrotic damage equal to half your Death unwellness to creatures within range. Enemies that are in
Knight level, or equal to your Death Knight level if under the your Aura need to use 2 feet of movement in order to move 1
effects of Umbral Touch. At 18th level, the range of your aura foot, and cannot take the dash or withdraw actions while
increases to 30 feet. within the aura. At 18th level, the range of your aura
increases to 30 feet.
Gloom Weapons
At 7th level, you gain control over the darkness. Your Umbral Hemorrhaging Strike
Touch, Shadow Aura, and Shadow Spike ignore resistance to At 11th level, you learn how to cause hemorrhaging with each
Necrotic damage. strike, exacerbating any infections. As a bonus action, you
may make an attack with your Essence Weapon or an
Shadow Strike unarmed strike. Diseased targets take 3d6 additional damage
At 11th level you learn how to move through shadows in from Hemorrhaging Strike. This additional damage increases
order to attack. As a bonus action, you may teleport to any to 4d6 at 17th level. You may not apply an Essence Strike to
point within your Shadow Aura, or any dim or dark light Hemorrhaging Strike. If you are dual wielding, you make this
within 30 feet of the edge of your Shadow Aura. After attack using the off-hand weapon, and may deal additional
teleporting, you may make an attack with your Essence damage equal to the damage die of your main hand weapon.
Weapon or an unarmed strike. You may not apply an Essence At 17th level, instead of dealing additional damage while dual
Strike to Shadow Strike. If you are dual wielding, you make wielding, you deal damage with both weapons.
this attack using the off-hand weapon, and deal additional
damage equal to the damage die of your main hand weapon. Pestilence
At 17th level, instead of dealing additional damage while dual At 15th level, your control over Necrotizing Plague heightens.
wielding, you deal damage with both weapons. When you use Plagued Strike or make an attack against a
target affected by your Necrotizing Plague on your turn, you
Improved Gloom Weapons may use a bonus action and spend up to 4 Essence. For each
At 15th level, you gain further mastery over darkness. Your Essence spent, you cause the Necrotizing Plague to jump to 1
Umbral Touch, Shadow Aura, and Shadow Spike now ignore additional creature of your choice that you can see within 20
immunity to Necrotic damage. Additionally, your Umbral feet of the original target.
Touch deals additional damage equal to your Wisdom
modifier (minimum 1) to it's initial target. Spell Plague
At 20th level, creatures affected by Necrotizing Plague have
Eclipse vulnerability to all damage other than bludgeoning, piercing,
At 20th level, you are able to forcefully extend your darkness. and slashing.
As a bonus action, you cause a localized eclipse for 1 minute.
For the duration you gain the following effects: your Shadow
Aura extends to a total of 60 feet, the light within your
Shadow Aura becomes one step darker (bright light becomes
dim, dim light becomes darkness), and each time you use
Umbral Touch it affects all enemies you can see within your
Shadow Aura. You must finish a long rest before you may use
this feature again.

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