Death Knight Supplement

by TheOSC

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Death Knight Class Supplement

Death Knight

A steady flow of blood drips from the human's blade. He grins through his decaying visage, as his sword's edge plunges deep into the side of his next victim; it clears gristle and bone, feasting on the scarlet essence as it cleaves through the knight's enemy.

A chill slowly leaches the heat from a damp hallway. The lone orc pulls her blades from the brittle body of her victim. Their last breath dancing through the air, a metaphor manifest, as their life escapes their body.

The stench of rot and decay radiate from the dwarf. He raises his hands and in a moment, the dead walk again. Their bony claws steeped in pestilence and disease, the dwarf has not only conquered death. He has mastered it.



Death was but a stepping stone

When creating your Death Knight, consider the reason for your resurrection. How and why did the entity responsible for granting you the gift of undeath choose you. Do you feel a sense of duty or anger toward this individual who ripped you from your grave? Consider your past life and the oath you had chosen, do you feel a sense of betrayal for having to break this oath, or has hindsight made you bitter toward your old life and the ways of the light? Regardless of how you play your Death Knight, you will take a new forsaken oath, steeped in turmoil.




The Death Knight
Level Proficiency Bonus Features Rune Charges Runic Power
1st +2 Fighting Style, Rune Weapon, Runic Attack 3 -
2nd +2 Runic Power 3 1
3rd +2 Forsaken Oath 3 1
4th +2 Ability Score Improvement 3 1
5th +3 Extra Attack 3 1
6th +3 Deathly Awareness 3 2
7th +3 Oath Feature 3 2
8th +3 Ability Score Improvement 4 2
9th +4 Oath Feature 4 3
10th +4 Death's Advance 4 3
11th +4 Path of Frost 4 3
12th +4 Ability Score Improvement 4 4
13th +5 Wraith Walk 4 4
14th +5 Rune Forging 5 4
15th +5 Oath Feature 5 5
16th +5 Ability Score Improvement 5 5
17th +6 Call of the Grave 5 5
18th +6 Aura Range Increase 5 6
19th +6 Ability Score Improvement 5 6
20th +6 Oath Feature 6 6



























Creating a Death Knight


Playing the Death Knight

While the Death Knight has rules for creation as early as 1st level, it is recommended for 5th level parties and above. Upon death paladins may transition to the Death Knight if their DM wishes to offer this option. A paladin resurrected as a Death Knight has their Charisma and Wisdom abilities swapped. Additionally, it is important to note that while you have been resurrected, for game play purposes, you are still a humanoid of your chosen race. However, at the DM's discretion you may choose to be treated as Undead.

Quick Build

You can build a Death Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier or Noble background.

Class Features

Hit Points

Hit Dice: 1d10 per Death Knight Level

Hit points at 1st level: 10 + your Constitution modifier

Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Death Knight level after first.

Proficiencies

Armor: All armor

Weapons: Simple and Martial weapons

Tools: none

Saving Throws: Strength; Wisdom

Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Survival.

Multiclass: Light/Medium Armor; Simple and Martial weapons; Death Knights require a score of 13 Strength and 13 Wisdom.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Greatsword or (b) two Shortswords
  • (a) two Handaxes or (b) any simple melee weapon
  • (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
  • Chain Mail

Fighting Style

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rune Weapon

At 1st level, you can draw on the dread magic of the grave to inscribe your weapon with deathly Runes allowing you to make Runic Attacks as described in this class supplement. You must spend one hour inscribing your weapon, which may be completed during a short rest. You may inscribe up to two weapons, and you cannot be disarmed of your Rune Weapons while you are conscious. If you inscribe a third weapon, you must choose one of your previous two weapons from which to remove the Runes.

You begin with 3 total runes charges, and gain charges as indicated in the Class Table. You recover all expended runes charges when you finish a short or long rest. If an ability using a rune charge requires a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. If an ability using a rune charge requires you make a spell attack, your spell attack modifier is your proficiency bonus + your Wisdom modifier.

Runic Attacks

Beginning at 1st level, when you hit an enemy with a weapon attack from your rune weapon(s), you may expend a Rune to add an additional effect to the attack, as listed below.

Heart Strike

When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge to cause the attack to instead deal Necrotic damage, and heal you for half the damage dealt. At 11th level, you may add your Constitution modifier to the healing.

Frost Strike

When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge. The target suffers the attack's normal effects, plus 1d6 frost damage. Additionally, the target must succeed on a Constitution saving throw or the target is infected with Frost Fever. At 5th level Frost strike deals an additional (1d6), 11th (2d6), and 17th (3d6) Frost Damage.

Festering Strike

When you hit a creature with a melee weapon attack from a runed weapon, you may expend 1 rune charge. The target suffers the attack's normal effects, plus 1d6 necrotic damage. Additionally, the target must succeed on a Constitution saving throw or the target is infected with Blighting Fever. At 5th level Festering strike deals an additional (1d6), 11th (2d6), and 17th (3d6) Necrotic Damage.

Runic Power

Starting at 2nd level when using a rune charge your body surges with energy. This energy is represented by runic power. The amount of runic power you can store is determined by your Death Knight level, as shown in the Runic Power column of the class table. A Death Knight starts with 0 Runic Power and gains 1 per rune charge spent. Runic power is used as the casting mechanic for Death Knights and may be used to cast spells found on the Death Knight spellcasting table. Runic power resets to 0 at the end of a short or long rest.























Death Knight Spells
Level Spell Runic Power
2nd Death Coil* 1
3rd Death Grip* 0
6th Compelled Duel 1
9th Anti-Magic Shell* 2
12th Raise Dead 3
15th Death and Decay* 4

*New Death Knight spell

Forsaken Oath

You may choose the Oath of Blood, Oath of the North, or Oath of the Plague, all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Deathly Awareness

Upon reaching 6th level knowledge of Death gives you heightened awareness of other creatures of Death. You have advantage on Wisdom (Survival) checks to track Undead and Fiends, as well as on Intelligence checks to recall information about them.

Death's Advance

Beginning at 10th level, you become as relentless as Death itself. Your speed increases by 10 feet. Additionally, non-magical difficult terrain does not reduce your speed.

Path of Frost

By 11th level, you radiate the chill of death. While moving slowly across calm waters you form a magical path of frost in a 10 foot radius capable of supporting up to 1 ton. At 17th level this path extends to a 15 foot radius. This frost can not be melted by non magical sources of heat, and is automatically destroyed one minute after the Death Knight leaves the area.

Wraith Walk

Beginning at 13th level, You have mastered your undead form and may become incorporeal for a short time. As a bonus action enter the Ethereal Plane from The Material Plane. You are visible on The Material Plane while in the Ethereal, and vice versa, yet you can not affect or be affected by anything on the other plane. You return to the Material plane at the end of your turn.

Rune Forging

Beginning at 14th level, you may forge enchanted runes when inscribing a rune weapon. These forged runes, in addition to allowing for runic attacks, also enhance your weapons natural abilities. You may only engrave a weapon with one forged rune at a time, if you engrave a different rune it requires removing the old forged rune first.

Rune Forge Effect
Stone Skin Runes +1 on saving throws against spell effects
Razor Ice Runes +1 to hit while dual wielding
Unholy Crusader Runes Successful weapon attacks grant 1d4 temporary health

Call of the Grave

Beginning at 17th level, when you are reduced to 0 hit points and are not killed outright, Make a saving throw against a DC 15. On a success drop to 1 hit point instead. On a failure you are downed with 1 failed saving throw. After the first time you use this skill the DC increases to 20 until completing a long rest.

Forsaken Oaths

At 3rd level you take an Oath detailing how you will carry out your undead purpose. Oaths for a Death Knight are centered around their methodology and bring with them a host of new devastating abilities.

Oath of Blood

A Death Knight swearing the Oath of Blood is resolute in their struggle against Death. They fortify their bodies with the blood of their enemy and use this strength to fight through the pain of undeath. They often seek out violence but are not intrinsically driven to be evil.

Blood Presence

At 3rd level, When you take this oath allies within 10 feet of you gain resistance to Necrotic damage. Additionally, your corrupted blood can help prevent death. You and allies within 10 feet of you gain advantage on Death Saving Throws. At 18th level, this Aura increases to 30 feet.

Improved Heart Strike

At 7th level, you connect with your runic weapon as a kindred soul in battle. You gain +1 AC while wielding a two handed weapon or versatile weapon in two hands. Additionally, the target of your heart strike must make a constitution saving throw. On a failure, the creature is infected with scarlet fever.

Rune Tap

Upon reaching 9th level, as a bonus action you may expend one rune to recover 2d10 worth of damage.

Blood Worms

At 15th level, your weapon attacks score a critical hit on a roll of 19 or 20. When you land a critical hit, and use Heart Strike the target begins hemorrhaging parasitic blood worms. Whenever the Death Knight lands a melee attack against a target with blood worms the Death Knight heals 2d4 damage.

Dancing Rune Weapon

At 20th level, as an action, you may summon a magical copy of your weapon that mirrors your weapon attacks, rune strikes, and assists in defending you. The weapon lasts 30 seconds, occupies the same space as you, and takes its actions simultaneous to you. In addition creatures within 30 ft. have -2 on attack rolls against you, and you have advantage on dexterity and strength based saving throws. Once you use this feature, you must finish a long rest before you can use it again.

Oath of the North

Those who swear the Oath of the North have accepted their fate as an outcast, and embrace the chill of Death. Their blades burn to the touch, heavy with icy rime. Their fortitude, steeled in frozen resolve.

Frost Presence

Upon reaching 3rd level, allies within 10 feet of you gain resistance to Cold damage. Additionally, Your Icy resolve grants you resistance to slashing, piercing, and bludgeoning damage from non-magical sources as long as you are wearing heavy armor. At 18th level your frost resistance radius is increased to 30 feet.

Improved Fighting Style

At 7th level your time spent in battle has made you an even stronger combatant, honing your style to provide additional benefits when fighting.

Defense

While you are wearing heavy armor, If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to use your constitution instead. If you do, you receive a +2 bonus to the saving throw.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you may ignore the two-handed weapon property. If you are using a versatile weapon you may use the stronger damage die while holding the weapon in one hand.

Great Weapon Fighting

When you are wielding a melee weapon with the two-handed or versatile property, you gain a +2 bonus to AC and damage roles with that weapon.

Two Weapon Fighting

You may use two weapon fighting even when the one handed melee weapons you are wielding aren't light. in addition you may draw two weapons at once during the same interaction. When you engage in Two-Weapon Fighting during your attack action, your attack with your second weapon no longer uses your bonus action. This attack still follows all other rules for Two-Weapon Fighting.

Threat of Thassarian

Beginning at 9th level, your mastery over the runic force that drives your weapon strikes has improved dramatically allowing for you to draw even more devastating results from your attacks.

Single Weapon

If you make a runic attack during your attack action, while you are only holding one weapon, you may use your bonus action to apply the effects of a different runic attack to the attack.

Duel Wielding

If you make a rune strike during your attack action, while you are engaged in two weapon fighting, you may use your bonus action to imbue your Two-Weapon Fighting attack with the same rune strike. This rune strike does not require an additional rune charge.

Horn of Winter

Upon reaching 15th level, as an action you infuse your deathly will into the sounding of a gjallarhorn. The resulting drone causes one of your rune charges to refresh as well as generating 1 runic power. You must have a gjallarhorn to use this ability. Once you use this feature, you must finish a short or long rest before you can use it again.

Howling Blast

At 20th level, you may as an action concentrate the frigid airs of the north into a Howling Blast. Once you use this feature, you must finish a short or long rest before you can use it again.

Howling Blast

Evocation


  • Casting Time: 1 action
  • Range: 60ft.
  • Components: S
  • Duration: Instantaneous

A frozen column of pressurized air that is 10 feet tall with a 20-foot radius, erupts centered on a point you can see up to 100 feet above you. Each creature in the area must make a Dexterity saving throw. A target takes 8d6 plus your wisdom modifier cold damage, and is knocked prone on a failed save, or half as much damage on a successful one and are not knocked prone. The air spreads around corners. It freezes water and waterlogged objects in the area. When you cast this spell you may expend runic power, the damage increases by 1d8 for each point of runic power used.

Oath of the Plague

The Death Knights who swear this Oath have turned their backs on the living. Empowered by Death itself, they nurture this strength and use it against their enemies. Though they embrace Death, they are not inherently evil. They understand that dying can be an extension of living, and recognize the opportunity given them.

Unholy Presence

At 3rd level, allies within 30 feet of you can not become infected by your diseases. This effect does not cure an already infected ally, but will negate the side effects of a disease while they remain near you. At 18th level this radius grows to 100 feet and gives allies advantage on any constitution saving throws against diseases.

Outbreak

Starting at 7th level, You gain access to the Outbreak Spell

Outbreak

Necromancy (Level 3)


  • Casting Time: 1 Action
  • Range: 5ft.
  • Components:
  • Duration: Instantaneous
  • Runic Power 1

A pulse of vile energy bursts from your hand toward a target within range that is affected by any of your Death Knight diseases. Select up to 3 targets within 15 feet of your initial target. Each target must make a constitution saving throw. On a failure, they become infected with the same disease(s) as the original target.

Bone Shield

At 9th level, when you are struck with a critical hit. Bones burst and tear from your skin creating a cage around you. For a duration of 1 minute, increase your AC by 1 and you are immune to being critically struck.

Ebon Plaguebringer

At 15th level, Any target you hit with Festering Strike that is already affected by a disease has their disease morph into Ebon Plague, a creature with Ebon Plague may not be afflicted by any other Death Knight Diseases. You may also cast Death and Decay once per long rest without spending runic power.

Abomination

At 20th level, you can assume the form of an Unholy Abomination, Limbs burst from your side, your muscles twitch with strength, your skin tears as blood and puss fall from your gaping wounds, and your body and blade merge into an unholy form. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, each creature within 5 feet takes 1d4 damage.
  • Whenever you use Death Coil or cast a spell using runic power that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have their AC reduced by 2.
  • When taking the attack action your target is automatically infected with Blighting Fever.

Once you use this feature, you can't use it again until you finish a long rest.

Death Knight Spells

Death Coil

Necromancy (Level 1)


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Runic Power 1

You channel dark energies through your weapon. By expending one runic power you make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 1d6 plus your spell casting modifier. If the target is an undead, heal them for 1d6 plus your spell casting modifier instead.

At Higher Levels. You can cast this spell at higher levels by multiplying the runic power cost by the spell level at which you wish to cast, The damage increases by 1d6 for each spell level above 1st.

Death Grip

Necromancy (Cantrip)


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V (Get over here!)
  • Duration: Instantaneous
  • Runic Power 0

You unleash a tendril of shadows that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 25 feet in a straight line toward you and then take 1d8 necrotic damage if it is within 5 feet of you.

Anti-Magic Shell

Abjuration (Level 3)


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Runic Power 2

A misty barrier of green runes dance around your person, granting advantage against all spell saving throws until the beginning of your next turn. On a successful save, increase your stored Runic Power by 1.

Death and Decay

Abjuration (Level 4)


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V
  • Duration: 1 Minute
  • Runic Power 4

A 15-foot-radius circle of rot and decay appears, centered on a point with range and lasting for the duration. This blighted area reeks of disease and emanates a festering pain within those who stand inside it. The area is difficult terrain. Any creature other than the Death Knight that starts its turn in the area takes 2d6 plus your wisdom modifier necrotic damage. Any other creature that ends its turn in the area must succeed on a Constitution saving throw or be infected by a random disease. On a failed save, roll a d4. On a 1, the target suffers Scarlet Fever; on a 2, the target suffers Frost Fever; on a 3, the target suffers Blighting Fever; on a 4, you may select one disease from Scarlet Fever, Frost Fever, or Blighting Fever.

Death Knight Diseases

Any creature who is afflicted by a disease must succeed a DC 15 constitution save before taking a long rest. On a success any disease except for Ebon Plague is cured. On a failure, the affected creature takes 1 level of exhaustion and does not heal any exhaustion from the long rest.
A creature afflicted by a disease, other than Ebon Plague, in combat must make a Constitution saving throw against your Spell DC. On a success the creature recovers from the disease.
To cure Ebon Plague a creature must be healed with a healing spell of level 6 or higher, or, may seek out a cure from a knowledgeable (proficient) physician. To create the appropriate medicine the physician must succeed on a medicine check of 15 and have the appropriate ingredients.

Scarlet Fever

Disease


The creature's arteries begins to burn like fire, their skin covers with boils, and they develop a cough that worsens over time. After a few days the cough is accompanied by blood. An infected creature has a -2 penalty to constitution and wisdom saves. Additionally the target has -2 on attacks made against targets other than you.

Frost Fever

Disease


Chills and aches spread throughout the body of an infected creature. Their internal body temperature fluctuates between dangerously low and feverishly high, as their body tries to fight off the infection. An infected creature has its movement reduce by 10.

Blighting Fever

Disease


Searing infection creeps into the afflicted's joints, after only a few hours they will begin to form blisters around their knees and ankles, after a few days these blisters will begin to burst with puss. When an infected creature willingly moves it immediately takes 1d6 necrotic damage.

Ebon Plague

Disease


When an infected creature willingly moves it immediately takes takes 1d10 plus your Wisdom modifier as necrotic damage, as well as suffering from the effects of scarlet fever and frost fever. Any creature that ends its turn within 10 feet of an infected creature must succeed on a DC 10 Constitution saving throw or also become infected with the disease.



Disclaimer

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, 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 2017 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild. Adendums to the original works by Neil Evans are copyright 2019 by Max Peck published under the Community Content Agreement for Dungeon Masters Guild.

Original Concept:

Oramac1968

Image Credits:

Cover: Todor Hristov | Luminissel Blood Elf Frost Death Knight


Page 2: Chinatsu Kurahara | Jeritza


Page 3: Yusuke Kozaki | Dark Knight Portrait


Page 4: ADDOriN | Death Knight Class Emblem


Page 5: Lanyan | Female Death Knight


Page 6: Chinatsu Kurahara | Reaper Knight


Back Cover: Glenn Rane | Arthas

Death is

Only the

Beginning

The Death Knight is a class like no other, leaning heavily on inspiration from World of Warcraft: Wrath of the Lich King, these mighty warriors channel the powers of frost and death to command the battlefield and defend their allies.

With this supplement explore the chilling power of death and choose from one of three dread oaths to tailor your experience as a warrior of the damned. Stealing the life from your enemies, leaching the warmth of their soul, or corrupting them to your will, there is something here for every death lord.

Cover Art: Todor Hristov

Have questions about any of this material? Feel free to reach out to me on Reddit! u/TheOSC